The effect of using Kahoot! for learning – A literature review
Open accessAbstract
Kahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and students' anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.
AI snapshot
Written from the paper’s full text.
TL;DR
This literature review synthesizes 93 studies on Kahoot! and concludes it can positively affect learning performance, classroom dynamics, student/teacher attitudes, and student anxiety, though some studies find little or no effect. It also catalogs challenges such as technical problems, time pressure, fear of losing, and difficulty setting question difficulty.
Key findings
- Across 93 accepted studies, 48 investigated learning outcomes; 70% of studies with statistical significance tests on learning effect found Kahoot! significantly improved final grade or test results compared with other approaches, but exceptions found no significant improvement versus paper quiz, Clicker, SurveyMonkey, PowerPoint, traditional teaching, or Quizizz.
- Examples: an English flipped-classroom experimental group averaged 86.18 vs 77.45 for control (p = .007, large effect); a Purdue final exam averaged 79.56 vs 56.83 (p < .0001, large effect); chemistry final grade improved +38.4% with frequent Kahoot! vs +32.0% with less frequent use; a technology-supported group scored 90% on post-test vs 75% for paper.
- Classroom dynamics: 34 articles described effects, but only 4 included significance tests; most reported improved engagement, interaction, and atmosphere, and no studies reported a negative or neutral effect except reduced positive effect after five months of frequent use (Wang, 2015).
- Student anxiety: 14 articles, 10 reported reduced anxiety; two significance tests showed lower anxiety for Kahoot! vs Socrative (1.871 vs 2.238, p = .014) and lower anxiety vs control in Earth Science; one study reported agitation. Students’ perceptions: 82 articles, mostly positive; teachers: 10 articles, mostly positive.
Methods
- Literature review using the Goal, Question, Metrics approach and PRISMA; search string “Kahoot” in Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus; 1232 articles found, 206 qualified, and 93 accepted after critical appraisal.
- Data extraction and synthesis classified studies by type and nine attributes tied to five research questions: learning performance, classroom dynamics, student anxiety, student perceptions, and teacher perceptions; 38% were experiments, 45% included significance testing, 10% included effect sizes, 86% analyzed quantitative data, and 52% analyzed qualitative data.
- Sample sizes ranged from 5 to 1000 participants, average N = 105; 84% of studies were in higher education and 16% in K-12.
Limitations
- Stated: coverage may be incomplete; paywalled articles were excluded; filtering/rejection may have missed relevant studies; biased selection is possible because 97% of accepted articles present mainly positive results and 8% include challenges/problems; generalization is limited to Kahoot! and K-12/higher education, with no studies found on business training or other contexts.
- Evident from the text: many research questions rest on few statistically significant studies—only 4 classroom-dynamics articles, 2 anxiety articles, and 1 teacher-perception article included significance tests, and only 10% of studies included effect sizes—so several conclusions rely largely on non-significance-tested findings.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
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Cites
Statistics
Claims the paper makes
15 of 82 cited sources checked · 5 supported · 0 flagged · accuracy not yet measured
- Premisecitation
A quasi-experiment with 46 eighth-graders in Turkey found that the group using Kahoot! performed significantly better on the post-test (67.39) than the group using Socrative (58.70), p = .030.
“The results of the experiment showed that the group using Kahoot!performed significantly better on the post-test (67.39 for Kahoot! and 58.70 for Socrative), which is statistically significant (p ¼ .030).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Turan & Meral, 2018 source
The achievement-results section reports the stated post-test means (67.39 for Kahoot and 58.70 for Socrative) and significant difference (p = .030). The Study Group and Method sections confirm a quasi-experiment with 46 students in Turkey, but they identify the participants as seventh-graders, not eighth-graders. (LLM, conf=0.94)
Experimental — accuracy not yet measured
- Interpretationcitation
Student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames.
“At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites Lee et al., 2019 source
- cites Susanti, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Turan & Meral, 2018 source
The Results section reports lower test-anxiety scores for students using the game-based response system than for those using the non-game-based system. The Discussion suggests engagement and other possible explanations, but our copy does not link the reduction to anonymity from classmates or the teacher, or mention nicknames (searched: anonymous, nicknames, anonymity). (LLM, conf=0.87)
Experimental — accuracy not yet measured
- Premisecitation
Students using Kahoot! were significantly more engaged than students using Socrative (Turan & Meral, 2018).
“students using Kahoot!were significantly more engaged than students using Socrative (Turan & Meral, 2018)”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Turan & Meral, 2018 source
- Findingcitation
Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).
“Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of the results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Yapıcı & Karakoyun, 2017 source
The Participants section identifies 15 preservice biology teachers, and Data Collection Tools says the study examined their views of Kahoot. But Data Analysis and Findings obtained via the motivation scale show that the Wilcoxon statistical test assessed motivation scores; views were analyzed through qualitative content analysis and reported with frequencies. This paper also cannot establish that it was the only such study. (LLM, conf=0.87)
Experimental — accuracy not yet measured
- Premisecitation
A study comparing Socrative with Kahoot! among 46 seventh graders in Turkey found a statistically significant difference in anxiety scores for Kahoot! compared to Socrative (p = .014).
“In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Turan & Meral, 2018 source
- Interpretationcitation
The stage of the game where correct answers are hidden until all students have given their answers creates a suspension that can increase enjoyment, motivation, and concentration.
“This stage of the game creates a suspension that can increase enjoyment, motivation, and concentration”
Quote in the paperSubstantial claim1 of 3 sources checked- cites Chaiyo & Nokham, 2017 source
- cites Cutri et al., 2016 source
The paper’s Final considerations report that students found Kahoot fun and that it increased attention and motivation; Best practices in Kahoot use also says short quizzes kept students motivated. But How Kahoot works describes immediate feedback after each question, not suspense created by withholding correct answers until everyone responds. The paper does not link that specific stage to enjoyment, motivation, or concentration. (LLM, conf=0.85)
Experimental — accuracy not yet measured - cites de Sousa, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingnone given
Some studies found that Kahoot! has little or no effect.
“However, there are also studies where Kahoot! has little or no effect.”
Quote in the paperNot a substantial claim - Findingnone given
No systematic analysis of the results of studies on Kahoot! had been published before this review.
“Since the platform was released in 2013, there have been published many studies on the effect of using Kahoot! in the classroom, but so far, there has not been any analysis of the results published by these studies at large.”
Quote in the paperSubstantial claim - Findingnone given
Students mention hard to catch up if an incorrect answer had been given as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
There has been a noticeable increase in published studies on Kahoot! since the first two published in 2015.
“As the figure shows, there has been a noticeable increase in published studies on Kahoot!since the first two published in 2015 (Kahoot! was released to the public in September 2013).”
Quote in the paperNot a substantial claim - Findingown data
In this literature review, we found in total forty-eight studies that investigated the learning outcome of using Kahoot! in education.
“In this literature review, we found in total forty-eight studies that investigated the learning outcome of using Kahoot! in education (not counting the excluded papers).”
Quote in the paperNot a substantial claim - Findingown data
Students mention unreliable internet connections as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
Kahoot! can have a positive effect on students' anxiety.
“The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students' anxiety.”
Quote in the paperSubstantial claim - Findingown data
Twelve of these studies compared traditional teaching to Kahoot! used in combination with other tools in the context of flipped classrooms, game-based learning, blended learning, and technology-supported learning.
“Twelve of these studies compared traditional teaching to Kahoot! used in combination with other tools in the context of flipped classrooms, game-based learning, blended learning, and technology-supported learning.”
Quote in the paperSubstantial claim - Findingreasoning
These studies do not explicitly describe how Kahoot! contributed to improving the learning outcome.
“However, these studies do not explicitly describe how Kahoot!contributed to improving the learning outcome.”
Quote in the paperSubstantial claim - Findingown data
Students mention not being able to change answer after submission as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
Students mention hard to read questions and answers on a projected screen as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingnone given
All these studies show improved academic results for the non-traditional teaching approaches where Kahoot! was used as one of the tools.
“All these studies show improved academic results for the non-traditional teaching approaches where Kahoot! was used as one of the tools.”
Quote in the paperSubstantial claim - Findingown data
Kahoot! can have a positive effect on learning performance.
“The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students' anxiety.”
Quote in the paperSubstantial claim - Findingown data
Kahoot! can have a positive effect on students' attitudes.
“The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students' anxiety.”
Quote in the paperSubstantial claim - Findingown data
Students mention not enough time to answer as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
Kahoot! can have a positive effect on classroom dynamics.
“The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students' anxiety.”
Quote in the paperSubstantial claim - Findingown data
Students mention stressful time-pressure for giving answers as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
Students mention afraid of losing as a challenge.
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claim - Findingown data
Kahoot! can have a positive effect on teachers' attitudes.
“The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students' anxiety.”
Quote in the paperSubstantial claim - Findingcitation
Medium achievement and novice learners at a High School in Taiwan learning Chinese had a significant improvement on a post-test using Kahoot! compared to other groups (p < .028).
“Similarly, medium achievement and novice learners at a High School in Taiwan learning Chinese had a significant improvement on a post-test using Kahoot!compared to other groups (p < .028)(Y.-H.Wang, 2017aWang, , 2017b)).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Y.-H.Wang, 2017a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Y.-H.Wang, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
In an experiment in an Information Technology course, Kahoot! did not result in a significantly improved learning effect compared to using a paper quiz and the Clicker student response system.
“In an experiment in an Information Technology course, Kahoot! did not result in a significantly improved learning effect compared to using a paper quiz and the Clicker student response system (Wang et al., 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang et al., 2016
- Findingnone given
Sixty-four percent of the studies on learning effect from Kahoot! in our review describes experiments where the effect of Kahoot! was compared to traditional teaching.
“Sixty-four percent of the studies on learning effect from Kahoot! in our review describes experiments where the effect of Kahoot! was compared to traditional teaching.”
Quote in the paperNot a substantial claim - Findingcitation
An Austrian study of a C-programming course where 60 students participated showed that the grades improved 12% when using Kahoot! in the context of a flipped classroom.
“An Austrian study of a C-programming course where 60 students participated showed that the grades improved 12% when using Kahoot! in the context of a flipped classroom (Dolezal, Posekany, Motschnig, Kirchweger, & Pucher, 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Dolezal, Posekany, Motschnig, Kirchweger, & Pucher, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingnone given
We found twenty studies with experiments that showed a statistically significant increase in learning from using Kahoot! in classroom teaching.
“We found twenty studies with experiments that showed a statistically significant increase in learning from using Kahoot! in classroom teaching.”
Quote in the paperSubstantial claim - Findingcitation
The literature review found other articles without statistical analysis that report improved learning from Kahoot!.
“Our literature review also found other articles without any statistical analysis that reports improved learning from Kahoot!”
Quote in the paperNot a substantial claim - Findingnone given
All studies that include statistical significance tests and effect sizes support the conclusion that Kahoot! can have a positive effect on learning.
“All studies that include statistical significance tests and effect sizes support this conclusion.”
Quote in the paperNot a substantial claim - Findingcitation
Our literature review discovered two studies that compared the learning effect of using group discussions vs. using Kahoot! in class.
“Our literature review discovered two studies that compared the learning effect of using group discussions vs. using Kahoot! in class.”
Quote in the paperSubstantial claim - Findingcitation
A quasi-experiment in Taiwan with 44 students in an English course showed that the experimental group using Kahoot! had an average score of 86.18 compared to 77.45 for the control group not using Kahoot! (p = .007, effect size large).
“The post-test in quasi-experiment in Taiwan with 44 students in an English course showed that the experimental group using Kahoot!had an average score of 86.18 compared to 77.45 for the control group not using Kahoot!(p ¼ .007,effect size large) (Hsiu-Ting Hung, 2017a, 2017b).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hsiu-Ting Hung, 2017a, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
A quasi-experiment with 67 university students in Greece learning electric circuits showed that the experimental group scored 59.93% vs. 51.72% for the control group (p = .001).
“Similarly, the results of a quasi-experiment with 67 university students in Greece learning electric circuits showed that the experimental group scored 59.93% vs. 51.72%for the control group (p ¼ .001)(Tsihouridis, Vavougios, & Ioannidis, 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Tsihouridis, Vavougios, & Ioannidis, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingown data
Three of these studies focused on how the use of Kahoot! in flipped classrooms improved learning.
“Three of these studies focused on how the use of Kahoot! in flipped classrooms improved learning.”
Quote in the paperNot a substantial claim - Findingcitation
An experiment with 96 students at Purdue University in the USA where Kahoot! was used over seven weeks found that the experimental group did significantly better on the final exam (79.56 for the experimental group vs. 56.83 for the control group) (p < .0001, effect size large).
“An experiment with 96 students at Purdue University in the USA where Kahoot! was used over seven weeks, found that the experimental group did significantly better on the final exam (79.56 for the experimental group vs. 56.83for the control group) (p < .0001,effect size large) (Bawa, 2018).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bawa, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
A quasi-experiment where students were exposed to technology-supported learning using PowToon, Blendspace, and Kahoot! performed significantly better on average test scores in the course (p < .02) than those who had traditional teaching.
“One example is a quasiexperiment where the students were exposed to technology-supported learning using PowToon, Blendspace, and Kahoot!performed significantly better on average test scores in the course (p < .02)than for those who had traditional teaching (Sarkar, Ford, & Manzo, 2017).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Sarkar, Ford, & Manzo, 2017
- Findingnone given
Seventy percent of studies with statistical significance tests on learning effect show that Kahoot! significantly improves the final grade or test results compared to other teaching approaches.
“Seventy percent of studies with statistical significance tests on learning effect show that Kahoot!significantly improves the final grade or test results compared to other teaching approaches.”
Quote in the paperSubstantial claim - Findingcitation
The final exam scores of a business course with 96 students were, on average, 79.56 for students who were taught using Kahoot! compared to 56.83 for students having traditional teaching (p < .0001, effect size large).
“Finally, the final exam scores of a business course with 96 students were, on average, 79.56 for students who were taught using Kahoot!compared to 56.83 for students having traditional teaching (p < .0001,effect size large) (Bawa, 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bawa, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
Another quasi-experiment on using Kahoot! in a flipped classroom showed that more elaborate use of Kahoot! improved speaking skills significantly (p = .010, effect size large).
“Similarly, another quasi-experiment on using Kahoot! in a flipped classroom showed that more elaborate use of Kahoot! improved speaking skills significantly (p ¼ .010,effect size large) (Hsiu-Ting Hung, 2017a, 2017b).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Hsiu-Ting Hung, 2017a, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingcitation
Several studies suggest that the game show elements, graphics, points, and audio contribute to a more positive learning environment.
“Several studies suggest that the game show elements, graphics, points and, audio contribute to a more positive learning environment”
Quote in the paperSubstantial claim - Findingcitation
Several studies without statistical analysis report that the majority of students perceived that Kahoot! increased their motivation and enjoyment in the classroom.
“Several studies do not include any statistical analysis that reports on how students perceived the use of Kahoot! in their learning.Many articles report that the majority of students perceived that Kahoot!increased their motivation and enjoyment in the classroom”
Quote in the paperSubstantial claim - Findingcitation
Some studies in the review reported improved and increased interaction among students.
“Some studies in our review reported improved and increased the interaction among students”
Quote in the paperNot a substantial claim - Findingown data
The literature review found ten articles focusing on teachers' perception of Kahoot!.
“This section presents findings on the teachers' perception of Kahoot! from the ten articles focusing on the theme found in our review.”
Quote in the paperNot a substantial claim - Findingcitation
The literature review found many articles that reported improved classroom dynamics without backing it up with statistical analysis.
“Our literature review found many articles that reported on improved classroom dynamics without backing it up with statistical analysis”
Quote in the paperNot a substantial claim - Findingown data
The literature review did not find any studies that reported that Kahoot! had a negative or neutral effect on classroom dynamics.
“However, we did not find any studies that reported that Kahoot!negative or neutral effect on classroom dynamics.”
Quote in the paperSubstantial claim - Findingcitation
Some studies report on user-friendliness and Kahoot!'s inviting user interface and music.
“Some studies report on user-friendliness, and Kahoot!'s inviting user interface and music”
Quote in the paperNot a substantial claim - Findingnone given
Seventeen of these articles include a statistical significance test related to students' perceptions of Kahoot!.
“Seventeen of these articles include a statistical significance test related to students' perceptions of Kahoot!”
Quote in the paperNot a substantial claim - Findingcitation
The literature review found several articles that reported observed changes in classroom dynamics from the teachers' perspective when using Kahoot! in the classroom.
“The literature review also found several articles that reported observed changes in classroom dynamics from the teachers perspective when using Kahoot! in the classroom”
Quote in the paperNot a substantial claim - Findingnone given
Only one study reported that Kahoot! could produce anxiety (agitation).
“Only one study reported that Kahoot! could produce anxiety (agitation).”
Quote in the paperNot a substantial claim - Findingown data
The majority of the studies (eighty-two) included results related to how students perceived Kahoot!.
“The majority of the studies (eighty-two) in our literature review included results related to how students perceived Kahoot!”
Quote in the paperSubstantial claim - Findingcitation
Several studies mentioned positive effects from the use of graphics, audio, and music in Kahoot!.
“Several studies mentioned positive effects from the use of graphics, audio and music in Kahoot!”
Quote in the paperNot a substantial claim - Findingown data
Of the 206 articles, 93 (45%) were accepted studies with relevance, rigor, and credibility.
“Accepted studies | 93 (45%) | Studies with relevance, rigor, and credibility”
Quote in the paperNot a substantial claim - Findingown data
So far, no studies were found on the use of Kahoot! in corporate training or similar.
“Further, so far, we did not find any studies on the use of Kahoot! in corporate training or similar.”
Quote in the paperNot a substantial claim - Findingown data
No studies were found on using Kahoot! for business training or other contexts.
“No studies were found on using Kahoot!for business training or other contexts.”
Quote in the paperSubstantial claim - Findingcitation
Another challenge mentioned by two articles was the fear of losing.
“Another challenge mentioned by two articles was the fear of losing”
Quote in the paperNot a substantial claim - Findingown data
Of the 206 articles, 33 (16%) were studies where Kahoot! was one of more tools in the study.
“Studies of K! & | 33 (16%) | Kahoot! was one of more tools in the study”
Quote in the paperNot a substantial claim - Findingown data
Forty-eight studies covered the learning effect from using Kahoot!.
“Research question one asked about the learning effect from using Kahoot! and forty-eight studies were found that covered this topic.”
Quote in the paperSubstantial claim - Premisecitation
Kahoot! was the first SRS designed to provide a game experience using game design principles from theory on intrinsic motivation and gameflow.
“However, Kahoot! was the first SRS designed to provide a game experience using game design principles from theory on intrinsic motivation (Thomas W Malone, 1981) and gameflow (Sweetser & Wyeth, 2005).”
Quote in the paperNot a substantial claim0 of 2 sources checked - Premisecitation
Only Kahoot! has been designed from ground up as a video game.
“Although other SRSs include game-features, as far as we know, only Kahoot! has been designed from ground up as a video game (Wang, 2015).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang, 2015 source
- Premisecitation
Students who are actively involved in the learning activity will learn more than passive students.
“Educational research has shown that students who are actively involved in the learning activity will learn more than passive students (Butler, 1992;Murray, 1991).”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Butler, 1992 source
- cites Murray, 1991
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
Student response systems have a positive impact on classroom dynamics.
“The SRSs have been found to have a positive impact on classroom dynamics, student and teacher perceptions, and learning performance (Caldwell, 2007).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Caldwell, 2007 source
- Premisecitation
Student response systems have a positive impact on student and teacher perceptions.
“The SRSs have been found to have a positive impact on classroom dynamics, student and teacher perceptions, and learning performance (Caldwell, 2007).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Caldwell, 2007 source
- Premisecitation
Student response systems have a positive impact on learning performance.
“The SRSs have been found to have a positive impact on classroom dynamics, student and teacher perceptions, and learning performance (Caldwell, 2007).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Caldwell, 2007 source
- Interpretationreasoning
The main conclusion from the studies described is that Kahoot! can have a positive effect on learning compared to other tools and approaches and for various contexts and domains.
“The main conclusion from the studies described above shows that Kahoot! can have a positive effect on learning compared to other tools and approaches and for various contexts and domains.”
- Also stated in: § 5. Conclusions · plain
“The main conclusion is that Kahoot! can have a positive effect on learning compared to traditional learning and other learning tools and approaches and for various contexts and domains.”
Quote in the paperSubstantial claim - Also stated in: § 5. Conclusions · plain
- Premisecitation
A quasi-experiment with 77 students in an English course at a university in Taiwan found that students using Kahoot! for reviewing lessons performed significantly better (+14.2%) than those using a paper quiz (p = .000).
“The results showed that those students using Kahoot!for reviewing lessons performed significantly better (þ14.2%)than those using the paper quiz (p ¼ .000).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wichadee & Pattanapichet, 2018
- Premisecitation
A quasi-experiment with 44 students in a flipped classroom English course in Taiwan found significantly more positive responses when Kahoot! was used for interactivity with the teacher, interactivity with peers, attendance, and participation (p < .05, effect size large).
“The results from a quasi-experiment with 44 students in a flipped classroom English course in Taiwan showed significantly more positive responses when Kahoot! was used for interactivity with the teacher, interactivity with peers, attendance, and participation (p < .05,effect size large) (Hsiu-Ting Hung, 2017a, 2017b).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Hsiu-Ting Hung, 2017a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Hsiu-Ting Hung, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
A case study from Malaysia found that Kahoot! fulfills four out of seven of Nicol and Milligan's principles for good feedback practice.
“A case study from Malaysia focused on how well Kahoot!supported Nicol and Milligan's principles for good feedback practice and found that Kahoot!fulfills four out of seven principles (Omar, 2017).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Omar, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
A study found a strong correlation between Kahoot! game performance and final grade (p = .005, effect size large).
“Similarly, an article investigated the relationship between the scores on Kahoot!games in a class and the final grade and found that there was a strong correlation between game performance and final grade (p ¼ .005,effect size large) (Nicolaidou, 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Nicolaidou, 2018
- Premisecitation
A study in an English course in Indonesia involving 77 students found that Kahoot! performed significantly better than using the textbook (p = .02, effect size large).
“The results showed that Kahoot!performed significantly better than using the textbook (p ¼ .02,effect size large) (Chotimah & Rafi, 2018a).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Chotimah & Rafi, 2018a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
In the same study, interactivity with peers had a low p-value (p = .002, effect size large).
“Especially, interactivity with peers had a low p-value (p ¼ .002,effect size large).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Hsiu-Ting Hung, 2017a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Hsiu-Ting Hung, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
A study with 252 students at the Norwegian University of Science and Technology found that the only statistically significant change from first-time use to extensive use of Kahoot! over five months was for classroom dynamics (small effect size), where Kahoot! had less impact after five months compared to the first time.
“The results showed that the only statistically significant change was for classroom dynamics (small effect size), where Kahoot! had less impact after five months compared to the first time.”
- Also stated in: § 3.3. RQ2: Classroom dynamics · plain
“The only negative result was that Kahoot! had a less positive effect on the classroom dynamics when comparing the first time and after several months (Wang, 2015).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wang, 2015 source
- Also stated in: § 3.3. RQ2: Classroom dynamics · plain
- Premisecitation
A quasi-experiment with 77 students at Bangkok University found that Kahoot! significantly positively impacted the motivation to actively participate in class (+16.5%).
“A quasi-experiment with 77 students at Bangkok university comparing using a paper quiz with using Kahoot! to review learning, showed that Kahoot!significantly positively impacted the motivation to actively participate in class positive (þ16.5%)(Wichadee & Pattanapichet, 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wichadee & Pattanapichet, 2018
- Premisecitation
A study involving 39 ninth graders in Taiwan found that the experimental group using Kahoot! had a statistically significant lower anxiety level compared to the control group towards Earth Science (Lee et al., 2019).
“Another study involving 39 ninth graders in Taiwan, where the experimental group used Kahoot! and the control group did not, the experimental group was found to have a statistically significant lower anxiety level compared to the control group towards the topic of the course -Earth Science (Lee et al., 2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lee et al., 2019 source
- Premisecitation
Students' perception of the game's impact on their learning positively correlates (medium effect size) with course grades (Nicolaidou, 2018).
“students' perception of game's impact on their learning positively correlates (medium effect size) with course grades (Nicolaidou, 2018)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Nicolaidou, 2018
- Premisecitation
The theoretical foundation for the game concept in Kahoot! was based on Tom W. Malone's theories on intrinsic motivating instruction that focuses on challenge, fantasy, and curiosity (T.W. Malone, 1980).
“The theoretical foundation for the game concept in Kahoot! was based on Tom W. Malones theories on intrinsic motivating instruction that focuses on the three categories challenge, fantasy, and curiosity (T.W. Malone, 1980).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites T.W. Malone, 1980 source
- Premisecitation
A crucial part of Kahoot! is the social interaction that takes place both in a digital game and in a classroom (Sweetser & Wyeth, 2005).
“A crucial part of Kahoot! is the social interaction (Sweetser & Wyeth, 2005) that both take place in a digital game as well as in a classroom.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Sweetser & Wyeth, 2005 source
- Interpretationreasoning
The results of the literature review present mainly a positive view of the effect of using Kahoot! for learning.
“The results of our literature review present mainly a positive view of the effect of using Kahoot!for learning.”
Quote in the paperSubstantial claim - Interpretationreasoning
The studies related to classroom dynamics indicate that Kahoot! has a positive effect on classroom dynamics.
“The studies related to classroom dynamics indicate that Kahoot! has a positive effect on classroom dynamics.”
Quote in the paperSubstantial claim - Premisecitation
Students using Kahoot! to review learning at the end of lessons had a significantly higher learning motivation than those who used a paper quiz (Wichadee & Pattanapichet, 2018).
“students using Kahoot! to review learning at the end of lessons had a significantly higher learning motivation than those who used a paper quiz (Wichadee & Pattanapichet, 2018)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wichadee & Pattanapichet, 2018
- Interpretationreasoning
The results of this literature review may suggest that there is a relationship between engagement, motivation, and having fun and learning outcomes and classroom dynamics.
“The results of this literature review may suggest that there is a relationship between engagement, motivation, and having fun and learning outcomes and classroom dynamics.”
Quote in the paperSubstantial claim - Interpretationown data
The studies mainly reported that most teachers were positive about using Kahoot! for teaching.
“The final research question five investigated how Kahoot!affects the teachers' perceptions, and the studies mainly reported that most teachers were positive about using Kahoot!for teaching.”
Quote in the paperSubstantial claim - Interpretationcitation
The review revealed that the strong focus on competition and being a game might have some adverse effects.
“Our review also revealed that the strong focus on competition and being a game might have some adverse effects.”
Quote in the paperSubstantial claim
- May combine two claims. 64
- Classified as probably not a substantial claim. 23
- The quote only partly states this claim. 6
May combine two claims.
FindingcitationA quasi-experiment in a programming course found many positive effects for gamified teaching using Who-Wants-To-Become-A-Millionaire, Kahoot! and Codeacademy programming, including improved class attendance, less late arrivals, higher downloads of course material, improved classroom dynamics, and higher final grade (61% for gamified vs. 53% for traditional).
“The results showed many positive effects for the gamified approach, including improved class attendance, less late arrivals to class, higher downloads of course material, improved classroom dynamics, and higher final grade (61% for gamified vs. 53% for traditional).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Fotaris, Mastoras, Leinfellner, & Rosunally, 2016
May combine two claims.
FindingcitationIn one study where Kahoot! was used for teaching Chinese, using Kahoot! had a significant improvement in the competences of reading and speaking, but not for listening nor vocabulary.
“In one study where Kahoot! was used for teaching Chinese, using Kahoot!had a significant improvement in the competences of reading and speaking, but not for listening nor vocabulary (X.Liu & Wang, 2017).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites X.Liu & Wang, 2017
May combine two claims.
PremisecitationA study among 65 Preschool teacher students in Turkey evaluated Kahoot! very positively, including its ability to increase students' interest in the lesson, increase students' motivation, help students understand the lesson better, and encourage learners (Bicen & Kocakoyun, 2018).
“Similarly, a study among 65 Preschool teacher students in Turkey evaluated Kahoot!very positively, including its ability to increase students' interest in the lesson, increase students' motivation, helping students' to understand the lesson better, and that it encourages learners (Bicen & Kocakoyun, 2018).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Bicen & Kocakoyun, 2018 source
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThat study showed that teachers' motivation increased significantly after starting to use Kahoot! (p = .001) and that Kahoot! enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.
“The study showed that teachers' motivation increased significantly after starting to use Kahoot!(p ¼ .001)and that Kahoot!enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Yapıcı & Karakoyun, 2017 source
The motivation-scale findings report a significant increase for 15 preservice biology teachers, and Table 3 gives p = .001. The positive-aspects table reports entertainment, attention and concentration. But the section on future use presents more effective teaching as the preservice teachers’ expectation, not a measured improvement in their teaching. (LLM, conf=0.88)
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationNegative comments in that study were related to persons failing the quiz and lack of technical infrastructure.
“Negative comments were related to persons failing the quiz and lack of technical infrastructure.”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Yapıcı & Karakoyun, 2017 source
Table 4 (Suggestions; page unavailable) lists failing the quiz and technological insufficiency as the two negative views. The accompanying text and Conclusion and Discussion specify that the latter meant students’ lack of technological skills, not a lack of technical infrastructure. (LLM, conf=0.88)
Experimental — accuracy not yet measured
May combine two claims.
FindingcitationArticles on Kahoot! and student anxiety without statistical analysis reported findings such as lower fear of asking questions and positive ratings of courage and low stress.
“The articles on Kahoot and student anxiety that did not include any statistical analysis include findings such as 56% of students following traditional teaching were afraid to ask questions in class compared to 37% for those who played Kahoot! in class (Budiati, 2017); students rated the statements”
Quote in the paperSubstantial claim2 of 3 sources checked- cites Budiati, 2017
- cites Bicen & Kocakoyun, 2018 source
Table 3 (section 6) reports a positive rating for the statement that Kahoot builds students’ courage to participate (mean 4.46, SD 0.63). The paper’s Data analysis section (3.5) describes means, standard deviations, frequencies and percentages, rather than inferential tests. I found no result on low stress; the 56% versus 37% comparison is attributed to Budiati (2017) in the citing sentence, not to this paper. (LLM, conf=0.84)
Experimental — accuracy not yet measured - cites M.Ismail et al., 2018 source
Section 3.1 reports a rating for the statement that gamification makes learning less stressful. The cited paper does not report reduced fear of asking questions or positive ratings of courage. Moreover, sections 2.2 and 3 explicitly describe descriptive statistical analysis, so it is inaccurate to characterize this paper as having no statistical analysis. The 56% and 37% figures are attributed to Budiati, not this source. (LLM, conf=0.86)
Experimental — accuracy not yet measured
May combine two claims.
PremisecitationIn that study, the anxiety score for Socrative was 2.238 and for Kahoot! was 1.871, where a lower value represents less anxiety.
“The anxiety score for Socrative was 2.238, and for Kahoot! it was 1.871, where a lower value represents less anxiety.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Turan & Meral, 2018 source
Classified as probably not a substantial claim. May combine two claims.
FindingcitationFurther studies report that students found Kahoot! helpful to prepare for the exam, that Kahoot! increased their interest in learning more about what they had learned and that they told others about it, that students' motivation and confidence increased, and they felt more secure and safe in class, and that students felt comfortable answering anonymously in class making the classroom-friendly and,
“Further studies report that students found Kahoot! to be helpful to prepare for the exam (Iwamoto et al., 2017), that Kahoot!increased their interest in learning more about what they had learned and that they told others about it (Budiati, 2017), that the students motivation and confidence increased, and they felt more secure and safe in class (Tsymbal, 2018), and that students felt comfortable”
Quote in the paperSubstantial claim1 of 3 sources checked- cites Iwamoto et al., 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Budiati, 2017
- cites Tsymbal, 2018 source
Split into 3 atoms — 0 confirmed, 3 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataFour literature reviews where Kahoot! was mentioned were found.
“In the search for literature, four literature reviews where Kahoot! was mentioned were found.”
Quote in the paperNot a substantial claimMay combine two claims. The quote only partly states this claim.
FindingcitationA quasi-experiment with 400 students in an Educational technology course at the University of Florence compared traditional with game-based teaching using Kahoot! through a pre- and post-test on theoretical and practical topics; the results showed that the use of Kahoot! had a significant improvement from pre- to post-test for all topics (p = .001, effect size large), but compared to the传统
“The results showed that the use of Kahoot! had a significant improvement from pre-to post-test for all topics (p ¼ .001,effect size large), but compared to the traditional approach, the Kahoot!group, performed only significantly better on theoretical topics (p ¼ .0001,effect size small) and not on the more practical topics.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ranieri, Raffaghelli, & Bruni, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Findingown dataThirty-four articles in the literature review explicitly describe how Kahoot! affects classroom dynamics, but only four of these contain any analysis for statistical significance.
“Thirty-four of the articles in our literature review explicitly describe how Kahoot!affects the classroom dynamics, but only four of these contain any analysis for statistical significance.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationA quasi-experiment where one group received traditional teaching using paper, while the other received technology-supported learning using Voki, Buncee, Kahoot! and Answergarden, found both groups performed the same on the pre-test, but the technology-supported learning group performed significantly better on the post-test (scored 90%) compared to those who used paper (scored 75%).
“Both groups performed the same on the pre-test, but the technology-supported learning group performed significantly better on the post-test (scored 90%) compared to those who used paper (scored 75%).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Filologiczna, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
FindingcitationA quasi-experiment in the USA with 49 undergrad students investigated the impact on the final grade of learning of lectures with group discussions vs. lectures with Kahoot! where it was found that Kahoot! made a significant impact on the exam score (p = .008).
“A quasi-experiment in the USA with 49 undergrad students investigated the impact on the final grade of learning of lectures with group discussions vs. lectures with Kahoot!where it was found that Kahoot! made a significant impact on the exam score (p ¼ .008)(Iwamoto et al., 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Iwamoto et al., 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
FindingcitationA quasi-experiment over ten weeks in an English course in Turkey with 43 college students divided into a control group doing group discussions and an experimental group using Kahoot! showed that the control group got an average score of 46.05, and the experimental group an average score of 63.15 (p = .035).
“The results showed that the control group got an average score of 46.05, and the experimental group an average score of 63.15 (p ¼ .035).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Asmalı, 2018
May combine two claims.
FindingcitationIn the same study, 20% more students passed the exam with less frequent use of Kahoot! than traditional teaching and 29% with frequent use.
“Further, 20% more students passed the exam with less frequent use of Kahoot! than traditional teaching and 29% with frequent use.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Ares, Bernal, Nozal, S anchez, & Bernal, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Findingnone givenThere are a few studies where Kahoot! did not result in improved learning or did not have a significant positive effect on learning performance.
“However, there are also a few studies where Kahoot! did not result in improved learning.”
- Also stated in: § 5. Conclusions · plain
“However, there are also few studies where Kahoot! did not have a significant positive effect on learning performance.”
Quote in the paperNot a substantial claim- Also stated in: § 5. Conclusions · plain
May combine two claims.
Findingnone givenOf the thirty-six studies investigating the learning outcome of only using Kahoot! for teaching, six are in the K-12 context, while the rest are with university students.
“Of the thirty-six studies investigating the learning outcome of only using Kahoot!for teaching, six are in the K-12 context (Primary, Secondary, and High School), while the rest are with university students.”
Quote in the paperNot a substantial claimThe quote only partly states this claim.
FindingcitationThere are exceptions where Kahoot! did not result in a significantly improved learning effect compared to other teaching approaches.
“However, there are some exceptions.”
Quote in the paperSubstantial claimMay combine two claims.
FindingcitationA case study from Portugal with 324 university students showed that with Kahoot! the average grade was improved 6.4% compared to traditional teaching, that weaker students improved their grades with 12%, and fewer failed the course.
“A case study from Portugal with 324 university students showed that with Kahoot! the average grade was improved 6.4% compared to traditional teaching, that weaker students improved their grades with 12%, and fewer failed the course (Esteves, Pereira, Veiga, Vasco, & Veiga, 2017).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Esteves, Pereira, Veiga, Vasco, & Veiga, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
FindingcitationIn a quasi-experiment in Spain with 89 chemistry students, a control group exposed to traditional teaching was compared to two groups using Kahoot! where one was using Kahoot! twice as much as the other; the results showed a significant improvement in the final grade from traditional teaching to the use of Kahoot! (both groups), and that the group using Kahoot! frequently improved more (+38.4%)
“The results showed a significant improvement in the final grade from traditional teaching to the use of Kahoot! (both groups), and that the group using Kahoot!frequently improved more (þ38.4%)than the other (þ32.0%).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ares, Bernal, Nozal, S anchez, & Bernal, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims. The quote only partly states this claim.
FindingcitationA quasi-experiment among 98 nursing students at La Salle University examined how including four 20 min Kahoot! sessions would affect the final examination scores; the results showed that including these Kahoot! sessions had a significant impact on the final examination scores (p = .005).
“The results showed that including these Kahoot!sessions had a significant impact on the final examination scores (p ¼ .005).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kinder & Kurz, 2018 source
May combine two claims.
FindingcitationStudies found that Kahoot! positively affected the excitement, engagement, learning experience, and efficiency of the students.
“Studies also found that Kahoot!positively affected the excitement, engagement, learning experience and efficiency of the students”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataOnly four articles related to classroom dynamics include statistical significance tests and two report effect sizes.
“There are only four articles that include statistical significance tests and two that report effect sizes, so more experiments are necessary for a solid conclusion.”
Quote in the paperSubstantial claimMay combine two claims.
Findingnone givenSeventy percent of the articles focusing on student anxiety describe studies that report a reduction of student anxiety from playing Kahoot! in class, but only two studies had tests for statistical significance.
“Seventy percent of the articles focusing on student anxiety describe studies that report a reduction of student anxiety from playing Kahoot! in class, but there were only two studies with tests for statistical significance.”
Quote in the paperSubstantial claimMay combine two claims. The quote only partly states this claim.
Findingnone givenThe challenges or negative issues related to Kahoot! mentioned by teachers included getting the difficulty of questions and answer time right, network connectivity problems, scoring based on how quickly students answer reducing student reflection and causing some students to guess without thinking, some students having a problem with failing a quiz, and some teachers finding it challenging to use
“The challenges or negative issues related to Kahoot! mentioned by teachers in these studies included the challenge of getting the difficulty of questions and answer time right, problems related to network connectivity, scoring based on how quickly the students answer can reduce student reflection and cause some students to guess without thinking, some students can have”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMost articles in the literature review investigate how students perceive the use of Kahoot! in the classroom, and eighty-two articles reported findings from the students' point of view.
“Most of the articles found in our literature review investigate how students perceive the use of Kahoot! in the classroom, and eightytwo articles reported findings from the students' point of view.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenThe main challenges reported by students included technical problems such as unreliable internet connections, hard to read questions and answers on projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.
“The main challenges reported by students included technical problems such as unreliable internet connections, hard to read questions and answers on projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe literature review found fourteen studies where student anxiety is mentioned, and two of these tested for statistical significance.
“Our literature review found fourteen studies where student anxiety is mentioned, where two tested for statistical significance.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone givenThe challenges mentioned by most articles were unreliable and slow internet connections.
“The challenges mentioned by most articles were unreliable and slow internet connections.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataSeveral articles were left out because they were behind a paywall, most of them published in the proceedings for INTED.
“However, several articles were left out because they were behind a paywall where most of them were published in the proceedings for the International Conference on Technology, Education and Development (INTED).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe main challenges reported by students include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.
“The main challenges reported include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFourteen articles contain results related to student anxiety, and ten articles reported that Kahoot! reduced student anxiety related to asking questions, reduced stress and tension, encouraged participation without being judged, added humor to class, and enabled shy students to get involved.
“Fourteen articles were found that contain results related to student anxiety, and ten articles reported that Kahoot!reduced student anxiety related to asking questions, reduce stress and tension, encourages participation without being judged, add humor to class, and enables shy students to get involved.”
Quote in the paperSubstantial claimMay combine two claims.
FindingreasoningTwo studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.
“Two studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataOf the 206 articles, 22 (11%) were reviews or comparisons from a single person.
“Reviews | 22 (11%) | Reviews or comparisons from a single person”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Findingnone givenThe literature review shows that several experiments have been conducted on the learning effect of using Kahoot!, but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers.
“Our literature review shows that there have been conducted several experiments on the learning effect of using Kahoot!but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe literature review included 93 studies.
“This article has presented a literature review on the effect of using Kahoot!for learning, where 93 studies were included.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataOf the accepted articles, 97% present mainly positive results related to Kahoot! and 8% include challenges and problems.
“Of the accepted articles, 97% present mainly positive results related to Kahoot! and 8% include challenges and problems.”
Quote in the paperSubstantial claimThe quote only partly states this claim.
Findingown dataOf the 206 articles, 44 (21%) were rejected studies due to lack of description, analysis, no explicit presentation of results, too limited scope, invalid results due to research design or execution, or conclusions not based on data or analysis.
“Rejected studies | 44 (21%) | Lack of description, analysis, no explicit presentation of results, too limited scope, invalid results due to research design or”
- Also stated in: § Appendix D. Uses of a Game-based Student Response System · plain
“execution, conclusions not based on data or analysis”
Quote in the paperNot a substantial claim- Also stated in: § Appendix D. Uses of a Game-based Student Response System · plain
May combine two claims.
Findingown dataPositive findings about teachers' perceptions include higher motivation of teachers, ease of use, a motivating tool, support teachers' instructive work in class, can assess students' knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher's workload.
“Positive findings include higher motivation of teachers, ease of use, a motivating tool, support teachers' instructive work in class, can assess students' knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher's workload.”
Quote in the paperSubstantial claimMay combine two claims.
FindingcitationSeveral studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail.
“Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe main challenges for teachers were technical issues and challenges, getting the questions and answers right, and scoring based on timing.
“The main challenges were found to be technical issues and challenges, get the questions and answers right and scoring based on timing.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataOf the 206 articles, 14 (7%) were presentations only and not a study.
“Presentations | 14 (7%) | Only presentation and not a study”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenThe literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months.
“The literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataThe search from digital research databases found 1232 articles, of which 206 were added to the review.
“Total | 1232 | 206”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationOne challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score.
“One challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisenone givenKahoot! focuses more on engagement through a competitive gaming experience than other SRSs.
“The main difference between all the systems mentioned above is that Kahoot!focuses more on engagement through a competitive gaming experience.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
PremisecitationBoredom in a computer learning environment can cause inferior learning and problem behavior.
“Boredom in a computer learning environment can cause inferior learning and problem behavior (Baker, D'Mello, Rodrigo, & Graesser, 2010).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Baker, D'Mello, Rodrigo, & Graesser, 2010 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationExperiments with early Lecture Quiz prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities.
“Experiments with the early prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities (Wang, Øfsdal, & Mørch-Storstein, 2008;Wu, Wang, Børresen, & Tidemann, 2011).”
Quote in the paperNot a substantial claim0 of 2 sources checkedMay combine two claims.
PremisecitationStudent engagement in lectures improves understanding and academic results.
“Further, there is extensive evidence that student engagement in lectures improves understanding and academic results (Prince, 2004).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Prince, 2004 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationGames can be beneficial for academic achievement, motivation, and classroom dynamics.
“Games can be beneficial for academic achievement, motivation, and classroom dynamics (Sharples, 2000).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Sharples, 2000 source
Probably not a substantial claim: may not pass S1 (asserted).
PremisecitationSome teachers are afraid that the competitive gaming elements in Kahoot! will create anxiety for students that will ruin their motivation to learn.
“Some teachers are afraid that the competitive gaming elements in Kahoot! will create anxiety for the students that will ruin their motivation to learn (Zarzycka-Piskorz, 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Zarzycka-Piskorz, 2016
May combine two claims.
PremisecitationLack of motivation can result in a reduction of learning outcomes and a negative atmosphere in the classroom.
“Lack of motivation can result in a reduction of learning outcomes and a negative atmosphere in the classroom (O.L. Liu, Bridgeman, & Adler, 2012).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites O.L. Liu, Bridgeman, & Adler, 2012 source
May combine two claims.
PremisecitationThe feedback practices not fully supported in Kahoot! were: ability to assist in clarifying what good performance is; ability to deliver high-quality information to students about their learning; and ability to encourage teacher and peer dialogue around learning.
“The identified feedback practices not fully supported in Kahoot! were 1) Ability to assist in clarifying what good performance is; 2) Ability to deliver high-quality information to students about their learning; and 3) Ability to encourage teacher and peer dialogue around learning.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Omar, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
PremisecitationA pilot study from South Korea with 51 university students found that Kahoot! improves vocabulary retention while fostering a positive learning environment and a meaningful learning experience.
“Finally, there is a pilot study from South Korea with 51 university students that found that Kahoot!improves vocabulary retention while fostering a positive learning environment and a meaningful learning experience (Taylor & Reynolds, 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Taylor & Reynolds, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims. The quote only partly states this claim.
PremisecitationA quasi-experiment with 593 students found that the use of audio and music in Kahoot! had a significant positive impact on classroom dynamics, resulting in an improved atmosphere for oral questions and discussions in class.
“The results showed that the use of audio and music in Kahoot! had a significant positive impact on classroom dynamics, which resulted in an improved atmosphere for oral questions and discussions in class.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wang & Lieberoth, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationA study found that the learner as leader strategy in Kahoot! contributed to enhancing discussions in groups, especially for the leading group, and benefited those who acted as leaders.
“The main finding was that the learner as leader strategy contributed to enhancing discussions in groups, especially for the leading group, and benefited those who acted as leaders.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Y.-H.Wang, 2017a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Y.-H.Wang, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
PremisecitationA study comparing paper quiz, Clicker student response system, and Kahoot! for reviewing knowledge revealed significant improvement in motivation (small effect size), engagement (medium effect size), enjoyment (small effect size), and concentration (medium effect size) for the gamified approach, but not significant learning improvement (Wang et al., 2016).
“One study comparing using a paper quiz, a Clicker student response system and Kahoot! for reviewing knowledge, revealed significant improvement in motivation (small effect size), engagement (medium effect size), enjoyment (small effect size), and concentration (medium effect size) for the gamified approach, but not significant learning improvement (Wang et al., 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang et al., 2016
May combine two claims.
PremisecitationIn a comparison of Clicker and Kahoot!, engagement was significantly better with Kahoot! and answering carefully was significantly better with Clicker (Jones et al., 2018).
“in a comparison of Clicker and Kahoot!-the engagement was significantly better with Kahoot! and answering carefully was significantly better with Clicker (Jones, Harden, Rassias, & Abourashchi, 2018)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jones et al., 2018
May combine two claims.
PremisecitationPlaying Kahoot! frequently over five months did not affect students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but classroom dynamics were affected (Wang, 2015).
“One result from these articles shows that playing Kahoot!frequently over five months did not affect the students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but the classroom dynamics were affected (Wang, 2015).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang, 2015 source
May combine two claims.
Premisenone givenIn a survey among 149 secondary education teachers in Greece introduced to Kahoot!, the most positive findings were that Kahoot! was easy to use (4.81 of 5), a motivating tool for learning (4.63 of 5), supported teachers' instructive work in class (4.01 of 5), assessed students' knowledge (4.64 of 5), and was an exciting tool for teaching (4.45 of 5).
“In a survey, using Likert's scale among 149 secondary education teachers in Greece who were introduced to Kahoot! the most positive findings were that Kahoot! was easy to use (4.81 of 5), it was a motivating tool for learning (4.63 of 5), support teachers' instructive work in class (4.01 of 5), assess students' knowledge (4.64 of 5), and is an exciting tool for teaching (4.45 of 5).”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationThe studies show that for the majority of studies, Kahoot! had a significant positive effect on motivation, concentration, and perceived learning, but not for all studies.
“The studies above show that for the majority of studies, Kahoot! had a significant positive effect on motivation, concentration, perceived learningbut not for all studies.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationThe use of audio and points in Kahoot! significantly affects (large effect size) students' concentration, engagement, enjoyment, motivation, perceived learning, and classroom dynamics, and using Kahoot! without points and audio gave the worst result (Wang & Lieberoth, 2016).
“Another study found that the use of audio and points in Kahoot!significantly affects (large effect size) the students' concentration, engagement, enjoyment, motivation, perceived learning, and classroom dynamics and that using Kahoot!without points and audio gave the worst result (Wang & Lieberoth, 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang & Lieberoth, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
PremisecitationKahoot! had a more positive impact on students' engagement than Quizizz but not significant (Göksün & Gürsoy, 2019).
“and Kahoot! had a more positive impact on students' engagement than Quizizzbut not significant (G€ oksün & Gürsoy, 2019).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Göksün & Gürsoy, 2019 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenBoth involved in the critical appraisal process agreed on what articles to reject, although the reasoning for rejecting the two articles was different.
“Both involved in the critical appraisal process agreed on what articles to reject, although the reasoning for rejecting the two articles was different.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThirty-three other papers all reported improved classroom dynamics from using Kahoot! in the classroom, including improved teacher-student interaction and student-student interaction, more favorable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.
“However, the thirty-three other papers all reported on improved classroom dynamics from using Kahoot! in the classroom, including the improved teacher-student interaction and student-student interaction, more favorable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductnone givenTo the authors' knowledge, all rejected articles failed to meet the requirements and lacked a description of the research context, lacked a description of results, analysis of data, had conclusions not based on data, or had significant flaws in set-up or execution.
“To our knowledge, all of the rejected articles failed to meet these requirements, and lacked a description of the research context, lacked a description of results, analysis of data, having conclusions not based on data, or had significant flaws in set-up or execution of the study.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductcitationThe literature review was carried out according to the review method presented in (Dybå & Dingsøyr, 2008) to ensure maximum literature coverage, include all relevant studies and collect and synthesize the data from these studies in a meaningful way.
“The literature review presented in this article was carried out according to the review method presented in (Dybå & Dingsøyr, 2008) to ensure maximum literature coverage, include all relevant studies and collect and synthesize the data from these studies in a meaningful way.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Dybå & Dingsøyr, 2008 source
May combine two claims.
InterpretationreasoningThe main conclusion is that students have a very positive perception of the use of Kahoot! in learning, including a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence.
“The main conclusion is that students have a very positive perception of the use of Kahoot! in learning, and these results include a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningKahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, math, business, and nursing.
“It was found that Kahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, math, business, and nursing.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductnone givenThe search string was simple and should not be a source for leaving out articles.
“In our case, the search string was simple, and should not be a source for leaving out articles.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThe generalization of the results of this review is limited to Kahoot! and not to game-based learning or any GSRS in general, and for the context of K-12 and higher education.
“Finally, the generalization of the results of this review is limited to Kahoot! and not to game-based learning or any GSRS in general, and for the context of K-12 and higher education.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe process of creating realistic incorrect answers requires students to think critically.
“This process requires students to think critically (Bryant et al., 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Bryant et al., 2018 source
Classified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenThe filter used was to check if the articles described a study, and then articles with studies were checked for relevance (scope), rigor, and credibility.
“The filter used was to check if the articles described a study, and then articles with studies were checked for relevance (scope), rigor, and credibility.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe main conclusion of the literature review is that Kahoot! has a positive effect on learning, but there are challenges and room for improvement.
“The main conclusion of our literature review is that Kahoot! has a positive effect on learning, but there are challenges and room for improvement.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe filtering process was carried out independently by the two authors.
“This process was carried out independently by the two authors of this article.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Study design and conductnone givenBy searching Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus, the coverage should be satisfactory.
“There might be some studies we did not find in our literature search, but we believe the by searching Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus, the coverage should be satisfactory.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Most teachers acknowledge that it is a challenge to keep students' motivation, engagement, and concentration over time in a lecture.
“Most teachers acknowledge that it is a challenge to keep the students' motivation, engagement, and concentration over time in a lecture.”
The paper relies on this without support.
This challenge is usually even a bigger problem in higher education with big classes with little interaction.
“This challenge is usually even a bigger problem in higher education with big classes with little interaction.”
The paper relies on this without support.
This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.
“This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Rejected-article count is 20 too high
MajorOf 206 articles, 93 were accepted, leaving 113 rejected, not 133. The rejection categories in Table 2 also sum to 113.
Reported 133 · recomputed 113
“Of the 133 rejected articles, four reported mainly negative results and the remaining neutral or positive results.”
Same study describes pupils as both eighth- and seventh-graders
MinorThe two descriptions cite Turan and Meral (2018) and give incompatible grades for its 46 pupils.
“A quasi-experiment in Turkey with 46 eight-graders tested the learning effect of using two different student response systems (Turan & Meral, 2018).”
“In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”
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BackgroundWhat Video Games Have to Teach Us about Learning and Literacy
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“A crucial part of Kahoot! is the social interaction (Sweetser & Wyeth, 2005) that both take place in a digital game as well as in a classroom.”
BackgroundClickers in the large classroom: Current research and best-practice tips
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BackgroundBaker, R. S. J. D., D'Mello, S. K., Rodrigo, M. M. T., & Graesser, A. C. (2010) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2009.12.003 · Cited by 936 · see citing works
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“A study with 252 students at the Norwegian University of Science and Technology compared the students ’ perceptions from using Kahoot! the first time (once) and after using Kahoot! extensively in every lecture for five months in a software architecture course (Wang, 2015).”
BackgroundMethodInfluentialSelf-citationStudents’ perception of Kahoot!’s influence on teaching and learning
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“…Rosli, Sirri, & Samad, 2018); “ Contribute to feel safer when responding to questions and encourages participation without being judged ” (Licorish et al., 2018); “ Kahoot! takes the stress out of learning, adds humor to class ” (Nkhoma, Nkhoma, Thomas, Tu, & Le, ); and “ Kahoot!…”
BackgroundMethodInfluentialComparing success and engagement in gamified learning experiences via Kahoot and Quizizz
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Perceptions of students for gamification approach: Kahoot as a case study
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Using wireless keypads in lecture classes
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Kahoot: A Promising Tool for Formative Assessment in Medical Education
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Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics
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BackgroundANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE
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BackgroundENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES
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“There are also several SRSs available that does not offer game features such as Learning Catalytics which makes it possible for students to give numerical, algebraic, textual or graphical responses (Schell, Lukoff, & Mazur, 2013); iClicker that can be integrated with learning management systems and presentation tools…”
BackgroundInfluentialKahoot! A Digital Tool for Learning Vocabulary in a language classroom
Medina, E. G. L., & Hurtado, C. P. R. (2017) · revista · Cited by 100 · see citing works
Gamification in biology teaching: A sample of kahoot application
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“An experiment with 96 students at Purdue University in the USA where Kahoot! was used over seven weeks, found that the experimental group did significantly better on the final exam (79.56 for the experimental group vs. 56.83 for the control group) (p < .0001, effect size large) (Bawa, 2018).”
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Self-citationInnovation in the teaching-learning process: the case of Kahoot!
Hernández, J. J. G., Olmo, J. L. D., Roa, I., & Silvente, V. B. (2019) · On the Horizon The International Journal of Learning Futures · doi:10.1108/oth-11-2018-0035 · Cited by 83 · see citing works
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“At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames (Lee et al., 2019; Susanti, 2017; Turan & Meral, 2018).”
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A Review of Poll Everywhere Audience Response System
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“Poll Everywhere is an SRS for collecting audience responses in real-time to multiple-choice or open questions (Shon & Smith, 2011) that recently have added game features similar to Kahoot! through Poll Everywhere Competitions.”
BackgroundChien, C. (2015) · English Language Teaching · doi:10.5539/elt.v8n5p111 · Cited by 68 · cited 3× · see citing works
“Another example is Quizlet, where students can study various topics through Flashcards, a speller, tests, and a Space Race game where the player can kill moving terms by answering the correct word (Gruenstein, McGraw, & Sutherland, 2009).”
BackgroundThe examination of the gamification process in undergraduate education: a scale development study
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An Evaluation of a Mobile Game Concept for Lectures
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Gaming strategies in nursing education
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“A quasi-experiment among 98 nursing students at La Salle University examined how including four 20 min Kahoot! sessions would affect the final examination scores (Kinder & Kurz, 2018).”
BackgroundIncreasing in-class student engagement using Socrative (an online Student Response System)
Dervan, P. (2014) · AISHE-J · doi:10.62707/aishej.v6i3.180 · Cited by 61 · cited 9× · see citing works
“Several SRSs have introduced game-features to increase the engagement of the students, such as the Space Race games in Socrative (Dervan, 2014) and Quizlet (Chien, 2015).”
BackgroundInfluentialResearch trends in student response systems: a literature review
Aljaloud, A. S., Gromik, N., Billingsley, W. H., & Kwan, P. (2015) · International Journal of Learning Technology · doi:10.1504/ijlt.2015.074073 · Cited by 61 · cited 1× · see citing works
“Some studies in our review reported improved and increased the interaction among students (Antoniou et al., 2016; Cutri et al., 2016; Esteves et al., 2017; Hou, 2018; Mustafa, Hussein, & Zulkifle, 2018; Y.-H. Wang, 2017a, 2017b).”
ResultThe Use of Gamification in Higher Education: An Empirical Study
Varannai, I., Sasvári, P., & Urbanovics, A. (2017) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2017.081001 · Cited by 61 · see citing works
Catalyzing Learner Engagement using Cutting-Edge Classroom Response Systems in Higher Education
Schell, J. A., Lukoff, B., & Mazur, E. (2013) · Cutting-edge technologies in higher education · doi:10.1108/s2044-9968(2013)000006e011 · Cited by 60 · see citing works
The Effect of the Kahoot Quiz on the Student's Results in the Exam
Tóth, Á., Lógó, P., & Lógó, E. (2019) · Periodica Polytechnica Social and Management Sciences · doi:10.3311/ppso.12464 · Cited by 60 · see citing works
(2017) · DOAJ (DOAJ: Directory of Open Access Journals) · Cited by 57 · see citing works
Results of the use of Kahoot! gamification tool in a course of Chemistry
Bernal, J. L., Ares, A. M., Bernal, J., et al. (2018) · International Conference on Higher Education Advances (HEAd) · doi:10.4995/head18.2018.8179 · Cited by 51 · cited 1× · see citing works
“In a quasi-experiment in Spain with 89 chemistry students, a control group exposed to traditional teaching was compared to two groups using Kahoot! where one was using Kahoot! twice as much the other (Ares, Bernal, Nozal, S � anchez, & Bernal, 2018).”
MethodMaximising Dialogue in Lectures using Group Response Systems.
Cutts, Q. I., Kennedy, G. E., Mitchell, C. J., et al. (2004) · Cited by 50 · see citing works
GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE
Głowacki, J., Kriukova, Y., & Авшенюк, Н. (2018) · Advanced Education · doi:10.20535/2410-8286.151143 · Cited by 49 · see citing works
Aktekin, N. Ç., Çelebi, H., & Aktekin, M. (2018) · International Journal of Morphology · doi:10.4067/s0717-95022018000200716 · Cited by 47 · cited 3× · see citing works
“…studies suggest that the game show elements, graphics, points and, audio contribute to a more positive learning environment (Abidin & Zaman, 2017; Aktekin et al., 2018; Baydas & Cicek, 2019, pp. 1 – 17; Lee et al., 2019; Moutinho & S � a, 2018; Susanti, 2017; Taylor & Reynolds, 2018; Turan &…”
BackgroundInfluentialA self-transcribing speech corpus: collecting continuous speech with an online educational game
Gruenstein, A., McGraw, I., & Sutherland, A. (2009) · ISCA Workshop on Speech and Language Technology in Education (SLaTE) · doi:10.21437/slate.2009-24 · Cited by 46 · cited 1× · see citing works
“Another example is Quizlet, where students can study various topics through Flashcards, a speller, tests, and a Space Race game where the player can kill moving terms by answering the correct word (Gruenstein, McGraw, & Sutherland, 2009).”
Background2018 IEEE Global Engineering Education Conference (EDUCON)
(2018) · doi:10.1109/educon42241.2018 · Cited by 44 · see citing works
Ranieri, M., Raffaghelli, J. E., & Bruni, I. (2021) · Active Learning in Higher Education · doi:10.1177/1469787418812667 · Cited by 41 · see citing works
Fun with pharmacology: Winning students over with kahoot! Game-based learning
Bryant, S. G., Correll, J. M., & Clarke, B. M. (2018) · Journal of Nursing Education · doi:10.3928/01484834-20180420-15 · Cited by 40 · cited 3× · see citing works
“‘s inviting user interface and music (Bryant, Correll, & Clarke, 2018; Plump & LaRosa, 2017; Çetin, 2018).”
BackgroundHung, H. (2017) · Language learning & technology · Cited by 38 · see citing works
Using Game-based Technology, KAHOOT! for Classroom Engagement
Muhridza, N. H. M., Rosli, N. A. M., Sirri, A., & Samad, A. A. (2018) · LSP International Journal · doi:10.11113/lspi.v5n2.77 · Cited by 38 · see citing works
Lecture quiz: a mobile game concept for lectures
Wang, A. I., Øfsdahl, T., & Mørch-Storstein, O. K. (2007) · Cited by 37 · see citing works
Self-citationAn instructional experiment in organic chemistry. The use of a student response system
Casanova, J. (1971) · Journal of Chemical Education · doi:10.1021/ed048p453 · Cited by 37 · cited 2× · see citing works
“Student response systems (SRSs) have been around since the sixties (Judson, 2002), and started to be used in the early seventies in teaching biology (Bessler & Nisbet, 1971) and chemistry (Casanova, 1971).”
BackgroundImplementation of the Digital Assessment Tool ‘Kahoot in Elementary School
ÇETİN, H. S. (2018) · International Technology and Education Journal · doi:10.71410/esapub.itej.2018.5 · Cited by 37 · cited 3× · see citing works
“‘s inviting user interface and music (Bryant, Correll, & Clarke, 2018; Plump & LaRosa, 2017; Çetin, 2018).”
BackgroundPlickers: A Formative Assessment Tool for K–12 and PETE Professionals
Krause, J. M., O’Neil, K., & Dauenhauer, B. D. (2017) · Strategies · doi:10.1080/08924562.2017.1297751 · Cited by 36 · see citing works
Boulden, D. C., Hurt, J. W., & Richardson, M. K. (2017) · i.e.: inquiry in education · Cited by 33 · see citing works
(2018) · Teaching English With Technology · Cited by 32 · see citing works
Preclinical medical students' perspective on technology enhanced assessment for learning.
Jamil, Z., Fatima, S. S., & Saeed, A. (2018) · PubMed · Cited by 30 · see citing works
Kahoot, A New and Cheap Way to Get Classroom-Response Instead of Using Clickers
Cutri, R., Marim, L., Cordeiro, J., Gil, H., & Guerald, C. (2016) · 2016 ASEE Annual Conference & Exposition Proceedings · doi:10.18260/p.25512 · Cited by 28 · cited 6× · see citing works
“Some studies in our review reported improved and increased the interaction among students (Antoniou et al., 2016; Cutri et al., 2016; Esteves et al., 2017; Hou, 2018; Mustafa, Hussein, & Zulkifle, 2018; Y.-H. Wang, 2017a, 2017b).”
BackgroundResultInfluentialThe Use of New Learning Technologies in Higher Education Classroom: A Case Study
Esteves, M., Pereira, A., Veiga, N., Vasco, R., & Veiga, A. (2018) · Advances in Intelligent Systems and Computing · doi:10.1007/978-3-319-73210-7_59 · Cited by 28 · see citing works
The use of an electronic response system in teaching biology
Bessler, W. C., & Nisbet, J. J. (1971) · Science Education · doi:10.1002/sce.3730550305 · Cited by 27 · cited 1× · see citing works
“Student response systems (SRSs) have been around since the sixties (Judson, 2002), and started to be used in the early seventies in teaching biology (Bessler & Nisbet, 1971) and chemistry (Casanova, 1971).”
Background(2017) · Proceedings Education and Language International Conference · Cited by 27 · see citing works
Students' perceptions on game-based classroom response system in a computer programming course
Abidin, H. Z., & Zaman, F. H. K. (2017) · IEEE International Conference on Engineering Education (ICEED) · doi:10.1109/iceed.2017.8251203 · Cited by 26 · see citing works
Aleksić-Maslać, K., Rašić, M., & Vranešić, P. (2018) · International Convention on Information and Communication Technology, Electronics and Microelectronics · doi:10.23919/mipro.2018.8400145 · Cited by 26 · see citing works
The effectiveness of integrating teaching strategies into IRS activities to facilitate learning
Wang, Y. ‐. (2017) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12164 · Cited by 25 · cited 10× · see citing works
“Some studies in our review reported improved and increased the interaction among students (Antoniou et al., 2016; Cutri et al., 2016; Esteves et al., 2017; Hou, 2018; Mustafa, Hussein, & Zulkifle, 2018; Y.-H. Wang, 2017a, 2017b).”
BackgroundMethodResultInfluentialImproving problem solving skills in introductory physics using Kahoot!
Asa’d, R. S., & Gunn, C. L. (2018) · Physics Education · doi:10.1088/1361-6552/aacade · Cited by 25 · see citing works
Implementation of The Gamification Concept Using<i>KAHOOT!</i>Among TVET Students: An Observation
Ismail, M. E., Sa’adan, N., Samsudin, M. A., Hamzah, N., Razali, N., & Mahazir, I. I. (2018) · Journal of Physics: Conference Series · doi:10.1088/1742-6596/1140/1/012013 · Cited by 25 · see citing works
5th International Conference on Higher Education Advances (HEAd'19)
Domènech, J., Merello, P., de la Poza, E., Blazquez-Soriano, A., & Peña-Ortiz, R. (2019) · doi:10.4995/head19.2019.10279 · Cited by 25 · see citing works
From MOOCs to SPOCs… and from SPOCs to Flipped Classroom
Alario‐Hoyos, C., Ayres, I. E., Kloos, C. D., et al. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-66610-5_25 · Cited by 24 · cited 18× · see citing works
“At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames (Lee et al., 2019; Susanti, 2017; Turan & Meral, 2018).”
BackgroundMethodInfluentialTsihouridis, C., Vavougios, D., & Ioannidis, G. S. (2018) · Advances in Intelligent Systems and Computing · doi:10.1007/978-3-319-73210-7_70 · Cited by 23 · cited 1× · see citing works
“Similarly, the results of a quasi-experiment with 67 university students in Greece learning electric circuits showed that the experimental group scored 59.93% vs. 51.72% for the control group (p ¼ .001) (Tsihouridis, Vavougios, & Ioannidis, 2017).”
ResultInfluentialDouligeris, C., Seralidou, E., & Gkotsiopoulos, P. (2018) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon.2018.8363296 · Cited by 23 · see citing works
Incorporating the advantages of clickers and mobile devices to teach Economics to non-economists
Mu, H., & Paparas, D. (2015) · Cogent Economics & Finance · doi:10.1080/23322039.2015.1099802 · Cited by 22 · see citing works
Computer Game-Based Foreign Language Learning: Its Benefits and Limitations
Klímová, B., & Kacetl, J. (2018) · Communications in computer and information science · doi:10.1007/978-981-13-0008-0_3 · Cited by 21 · cited 1× · see citing works
“Another literature review examined the benefits and limitations related to computer game-based foreign language learning, where it was found that this approach seems to be especially effective in vocabulary acquisition (Klimova & Kacetl, 2018).”
BackgroundEnhancing Learning and Engagement through Gamification of Student Response Systems
Tan, P., & Saucerman, J. J. (2018) · ASEE Annual Conference & Exposition · doi:10.18260/1-2--28276 · Cited by 20 · see citing works
Stoyanova, M., Tuparova, D., & Samardzhiev, K. (2018) · Advances in Intelligent Systems and Computing · doi:10.1007/978-3-319-73204-6_17 · Cited by 19 · see citing works
Effectiveness of Gamification Activities in a Project-based Learning Classroom
Leung, E., & Pluskwik, E. (2020) · ASEE Annual Conference & Exposition · doi:10.18260/1-2--30361 · Cited by 18 · cited 1× · see citing works
“Studies also found that Kahoot! positively affected the excitement, engagement, learning experience and efficiency of the students (Antoniou, Mbah, & Parmaxi, 2016; M. A.-A.; Ismail & Mohammad, 2017; Leung & Pluskwik, 2018; Licorish et al., 2018; Zarzycka-Piskorz, 2016).”
BackgroundIMPROVEMENT OF A LECTURE GAME CONCEPT - Implementing Lecture Quiz 2.0
(2011) · Proceedings of the 3rd International Conference on Computer Supported Education · doi:10.5220/0003331300260035 · Cited by 17 · cited 1× · see citing works
“Experiments with the early prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities (Wang, Ø fsdal, & M ø rch-Storstein, 2008; Wu, Wang, B ø rresen, & Tidemann, 2011).”
Self-citationGamification in 11th Grade Mathematics Lessons – One Possible Interactive Approach
Stoyanova, M., Tuparova, D., & Samardzhiev, K. (2016) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-50340-0_4 · Cited by 17 · see citing works
Gamified training sessions as means of enhancing students'motivation in learning English
National University of Life and Environmental Sciences of Ukraine, & Tsymbal, S. (2018) · Psychological journal · doi:10.31108/1.2018.7.17.10 · Cited by 17 · cited 1× · see citing works
“…and that they told others about it (Budiati, 2017), that the students motivation and confidence increased, and they felt more secure and safe in class (Tsymbal, 2018), and that students felt comfortable answering anonymously in class making the classroom-friendly and fun (Cutri et al., 2016).”
BackgroundGAMIFYING A FLIPPED FIRST YEAR ACCOUNTING CLASSROOM USING KAHOOT!
Nkhoma, C., Nkhoma, M. Z., Thomas, S., & Tu, L. K. (2018) · International Journal of Information Systems and Engineering · doi:10.24924/ijise/2018.11/v6.iss2/93.115 · Cited by 17 · cited 1× · see citing works
“A case study from Malaysia focused on how well Kahoot! supported Nicol and Milligan’s principles for good feedback practice and found that Kahoot! fulfills four out of seven principles (Omar, 2017).”
Background2010 International Conference on Technology for Education
(2010) · doi:10.1109/t4e17097.2010 · Cited by 17 · see citing works
Transforming classroom questioning using emerging technology
Mahon, P., Lyng, C., Crotty, Y., & Farren, M. (2018) · British Journal of Nursing · doi:10.12968/bjon.2018.27.7.389 · Cited by 16 · cited 2× · see citing works
“Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail (Cutri et al., 2016; Jamil, Fatima, & Saeed, 2018; Jones et al., 2018; Licorish et al., ; Licorish et al., 2018; Mahon et al., 2018).”
BackgroundInfluentialDolezal, D., Posekany, A., Motschnig, R., et al. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-96565-9_13 · Cited by 16 · cited 1× · see citing works
“…more engaged than students using Socrative (Turan & Meral, 2018); significantly higher perceived learning and motivation (Dolezal, Posekany, Motschnig, & Pucher, 2018); significantly higher course satisfaction (Dolezal et al., 2018); significant increase in motivation after starting to use Kahoot!”
BackgroundGamification for formative assessment in the framework of engineering learning
Parra-Santos, T., Jordá, J. M. M., Pastor, G. C., & Maiorano, L. P. (2018) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/3284179.3284193 · Cited by 15 · cited 4× · see citing works
“‘s inviting user interface and music (Bryant, Correll, & Clarke, 2018; Plump & LaRosa, 2017; Çetin, 2018).”
BackgroundInfluentialThe Effectiveness of Using Cloud-Based Cross-Device IRS to Support Classical Chinese Learning
Wang, Y. (2017) · Tamkang University Institutional Repository (TKUIR) · Cited by 14 · see citing works
(2017) · EngagedScholarship @ Cleveland State University (Cleveland State University) · Cited by 14 · see citing works
Integration of Kahoot into EFL Classroom
Hou, Y.-J. (2018) · Communications in computer and information science · doi:10.1007/978-3-319-92285-0_5 · Cited by 14 · see citing works
THE EFFECTIVENESS OF USING KAHOOT AS A MEDIA IN TEACHING READING
Chotimah, I. C., & Rafi, M. F. (2018) · E-Link Journal · doi:10.30736/e-link.v5i1.44 · Cited by 14 · cited 1× · see citing works
“The results showed that Kahoot! performed significantly better than using the textbook (p ¼ .02, effect size large) (Chotimah & Rafi, 2018a).”
BackgroundMidoro, V. (2012) · Italian Journal of Educational Technology · doi:10.17471/2499-4324/139 · Cited by 12 · see citing works
How Gamification Impacts on Vocational Training Students
Iruela, M. G., & Hijón‐Neira, R. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-93846-2_19 · Cited by 11 · cited 1× · see citing works
“…test scores between 40% and 55%, improvement for Kahoot! compared to traditional teaching for various groups (G ł owacki, Kriukova, & Avshenyuk, 2018), and a control group that improved þ 0.5% from pre-to post-test while the experimental group with Kahoot! improved þ 9.5% (Iruela & Neira, 2018).”
BackgroundInfluentialDolezal, D., Posekany, A., Motschnig, R., et al. (2018) · EdMedia + Innovate Learning · Cited by 11 · see citing works
Re-engineering challenging and abstract topics using Kahoot!, a student response system.
Gebbels, M. (2018) · Compass Journal of Learning and Teaching · doi:10.21100/compass.v11i2.844 · Cited by 10 · see citing works
GAMIFICATION AND GAME-BASED LEARNING - A SOLUTION FOR ROMANIAN EDUCATION SYSTEM?
Boboc, A., Stoica, I., Niculescuciocan, C., et al. (2018) · eLearning and Software for Education · doi:10.12753/2066-026x-18-033 · Cited by 10 · see citing works
Implementing active learning through pedagogical coaching in Control Systems lectures
Moutinho, A., & Sá, S. (2018) · International Conference of the Portuguese Society for Engineering Education (CISPEE) · doi:10.1109/cispee.2018.8593470 · Cited by 9 · cited 1× · see citing works
“Selected Ways In Teaching Reading Case study QL CD SP 39 Rafi (2018) The Effectiveness Of Using Kahoot As A Media”
MethodMore than just a quiz - how Kahoot! can help trainee teachers understand the learning process
Atherton, P. (2020) · Teacher Education Advancement Network journal · doi:10.6084/m9.figshare.12102801 · Cited by 9 · cited 3× · see citing works
“…et al., ), develop reading skills (Çetin, 2018), team-based kahoots help learners share knowledge and Blind kahoots encourage interest in new topics (Atherton, 2018), and well-designed kahoots lead to better student engagement motivation and learning, but poorly designed question can have to…”
Background(2018) · PROCEEDING IAIN Batusangkar · Cited by 9 · see citing works
A case study of flipped classroom for automata theory in secondary education
Wolf, A., Wilhelm-Weidner, A., & Nestmann, U. (2018) · Workshop in Primary and Secondary Computing Education · doi:10.1145/3265757.3265780 · Cited by 7 · see citing works
Teaching Turkish in low tech contexts: opportunities and challenges
Antoniou, K., Mbah, E., & Parmaxi, A. (2016) · doi:10.14705/rpnet.2016.eurocall2016.534 · Cited by 6 · cited 2× · see citing works
“Studies also found that Kahoot! positively affected the excitement, engagement, learning experience and efficiency of the students (Antoniou, Mbah, & Parmaxi, 2016; M. A.-A.; Ismail & Mohammad, 2017; Leung & Pluskwik, 2018; Licorish et al., 2018; Zarzycka-Piskorz, 2016).”
BackgroundResult724 Methods of daily student engagement in an introductory level animal science course
Harrelson, P. L. (2017) · Journal of Animal Science · doi:10.2527/asasann.2017.724 · Cited by 6 · cited 1× · see citing works
“…learning from Kahoot! such as improvement in test scores from 66% to 73% (Medina & Hurtado, 2017), improvement in test scores from 78.9% to 80.8% (Harrelson, 2017), 30% of the students improved their test scores between 40% and 55%, improvement for Kahoot! compared to traditional teaching for…”
ResultInfluentialT1-A: Use of Kahoot Games for Increased Motivation and Understanding in a Thermodynamics Course
Smith, A., & Brauer, S. (2018) · Scholarly Commons (Embry–Riddle Aeronautical University) · Cited by 6 · see citing works
Fun elements in educational game design to boost students learning experience
Ibrahim, R., & Ismail, R. (2018) · Cited by 6 · see citing works
Aleksić-Maslać, K., Sinkovic, B., & Vranešić, P. (2018) · EDULEARN proceedings · doi:10.21125/edulearn.2018.0562 · Cited by 5 · see citing works
Learner Satisfaction toward using IRS in Synchronous Sessions of an Online Course
Quadir, B., Chen, N., & Zhang, J. (2018) · International Conference on Frontiers of Educational Technologies (ICFET) · doi:10.1145/3233347.3233354 · Cited by 5 · cited 1× · see citing works
““ : 4.40 of 5 (Quadir, Chen, & Zhang, 2018).”
InfluentialGive and receive immediate feedback and kickstart discussions with Kahoot!
Woodard, R. J., & Mabry, J. (2018) · Teaching Theology & Religion · doi:10.1111/teth.12457 · Cited by 5 · see citing works
Izquierdo-Álvarez, V., Lahuerta-Otero, E., & Cordero-Gutiérrez, R. (2018) · Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) · doi:10.1145/3284179.3284303 · Cited by 5 · see citing works
The effectiveness of using gamification technology in enhancing student engagement and learning
Hall, M. (2018) · Sigma's 29th International Nursing Research Congress · Cited by 4 · see citing works
(2018) · UCL Discovery (University College London) · Cited by 4 · see citing works
THE EFFECTIVENESS OF USING KAHOOT AS A MEDIA IN TEACHING READING
Chotimah, I. C., & Rafi, M. F. (2018) · E-LINK JOURNAL · doi:10.30736/ej.v5i1.44 · Cited by 4
Graham, K. (2015) · LOEX Quarterly · Cited by 3 · see citing works
Tsai, H.-H., Hou, X.-Y., Yong, Y.-M., et al. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-94505-7_26 · Cited by 3 · see citing works
Technology Enabled Formative Assessment in Medical Education
Youhasan, P., & Sanooz, A. R. M. (2018) · doi:10.13140/rg.2.2.16759.93600 · Cited by 2 · see citing works
Student‐friendly methods of formative assessment in paediatrics
Venkataramani, P., Sadanandan, T., Savanna, R. S., et al. (2019) · Medical Education · doi:10.1111/medu.13860 · Cited by 2 · see citing works
Kahooting and Learning – a study from Macedonia and Norway
Videnovik, M., Trajkovic, V., Kiønig, L. V., et al. (2018) · NORA - Norwegian Open Research Archives · Cited by 2 · see citing works
(2018) · Ktisis at Cyprus University of Technology (Cyprus University of Technology) · Cited by 2 · see citing works
Approach for Acquiring Computer Systems to Satisfy Mission Capabilities
Tolentino, G., Tian, J., & Stracener, J. T. (2017) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2017.080101 · Cited by 1 · see citing works
“Let’s Go… Kahooting” – Teachers’ Views on C.R.S. for Teaching Purposes
Batsila, M., & Tsihouridis, C. (2017) · Advances in Intelligent Systems and Computing · doi:10.1007/978-3-319-73210-7_66
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Cited by
Sorted by citations
Variability of teachers’ technology integration in the classroom: A matter of utility!
Backfisch, I., Lachner, A., Stürmer, K., & Scheiter, K. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104159 · Cited by 270 · see citing works
Trabelsi, Z., Alnajjar, F., Parambil, M. M. A., Gochoo, M., & Ali, L. (2023) · Big Data and Cognitive Computing · doi:10.3390/bdcc7010048 · Cited by 260 · see citing works
“Several efforts have also been made to develop systems for assessing and stimulating student engagement in a classroom using modern technologies [8–10].”
BackgroundEffect of Digital Game-Based Learning on Student Engagement and Motivation
Nadeem, M., Oroszlányová, M., & Farag, W. (2023) · Computers · doi:10.3390/computers12090177 · Cited by 181 · see citing works
Papadakis, S. (2021) · Frontiers in Education · doi:10.3389/feduc.2021.657895 · Cited by 146 · see citing works
“Based on the work of Wang and Tahir.”
MethodWang, X., Gao, Y., Wang, Q., & Zhang, P. (2024) · European Journal of Education · doi:10.1111/ejed.12874 · Cited by 143 · see citing works
Fathi, J., & Rahimi, M. (2024) · Computer Assisted Language Learning · doi:10.1080/09588221.2024.2374772 · Cited by 161 · see citing works
“Different AI-supported online platforms, such as Andy English Chatbot, Grammarly, Kahoot, etc. (Barrot, 2022, 2023a; Fathi et al., 2024; Wang & Tahir, 2020), are available for providing essential language input and output to help language learners improve their language learning.”
A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
Zhang, Q., & Yu, Z. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10459-6 · Cited by 136 · see citing works
“The interaction of Kahoot! include both interaction between instructors and learners and HCI (Wang & Tahir, 2020).”
BackgroundMethodInfluentialDonkin, R., & Rasmussen, R. (2021) · Anatomical Sciences Education · doi:10.1002/ase.2094 · Cited by 118 · see citing works
“(Continues) The effect of using Kahoot! for learning has previously been reported (Wang and Tahir, 2020) along with literature comparing Kahoot! to other platforms (Göksün and Gürsoy, 2019; Kucuk et al., 2020).”
BackgroundResultWang, Y. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103935 · Cited by 104 · see citing works
Making finance fun: the gamification of personal financial management apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · International Journal of Bank Marketing · doi:10.1108/ijbm-02-2021-0074 · Cited by 99 · see citing works
Digital Distractions from the Point of View of Higher Education Students
Pérez-Juárez, M. A., González‐Ortega, D., & Aguiar-Pérez, J. M. (2023) · Sustainability · doi:10.3390/su15076044 · Cited by 87 · see citing works
“Today’s children and teenagers have grown up in classrooms where the use of different applications such as Classcraft, Code.org, Educaplay, Kahoot!, Genially, Pixton, RPGplay-ground, Storyjumper, among many others (e.g., [1–7]), was commonplace.”
BackgroundWirani, Y., Nabarian, T., & Romadhon, M. S. (2022) · Procedia Computer Science · doi:10.1016/j.procs.2021.12.172 · Cited by 84 · see citing works
Alzahrani, F. K. J., & Alhalafawy, W. S. (2023) · Sustainability · doi:10.3390/su15054613 · Cited by 117 · see citing works
“The success of gamification depends on framing the technical problems that may impede the benefits of gamification, and then working on developing solutions that ensure the provision of an appropriate technical environment for its implementation [70].”
BackgroundLi, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022) · Sustainability · doi:10.3390/su14127008 · Cited by 113 · see citing works
“[29] has explored the role of classroom-situated gamified pedagogy in promoting students’ language communicative competence.”
BackgroundMartín-Sómer, M., Moreira, J., & Casado, C. (2021) · Education for Chemical Engineers · doi:10.1016/j.ece.2021.05.005 · Cited by 78 · see citing works
“Kahoot! is a game-based learning platform used to review students ’ knowledge, for formative assessment or as a break from traditional classroom activities (Wang and Tahir, 2020).”
BackgroundKüsel, J., Martin, F., & Markic, S. (2020) · Education Sciences · doi:10.3390/educsci10110313 · Cited by 83 · see citing works
Alawadhi, A., & Abu-Ayyash, E. A. S. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10425-8 · Cited by 87 · see citing works
“GSRS was reported to have positive learning outcomes, such as higher levels of academic achievement, improved understanding, and greater retention of information (Wang and Tahir 2020).”
BackgroundResultFraile, J., Bravo, P. R., Zamorano-Sande, D., & Orgaz-Rincón, D. (2021) · Retos · doi:10.47197/retos.v42i0.87067 · Cited by 70 · see citing works
Kusmaryono, I., Jupriyanto, J., & Kusumaningsih, W. (2021) · International Journal of Education · doi:10.17509/ije.v14i1.29191 · Cited by 70 · see citing works
“…learning communities (online) can help create a sense of connection with fellow learners and build self-confidence in students (Nortvig et al., 2018; Ntombela, 2020), as well as a source for knowledge construction and knowledge growth (Duyen, 2014; Nortvig et al., 2018; Wang & Tahir, 2020).”
BackgroundAbdelrady, A. H., & Akram, H. (2022) · Systems · doi:10.3390/systems10050154 · Cited by 71 · see citing works
Özaras, G., & Ordu, Y. (2021) · Nurse Education Today · doi:10.1016/j.nedt.2021.104910 · Cited by 65 · see citing works
The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education
Panmei, B., & Waluyo, B. (2022) · Education Sciences · doi:10.3390/educsci13010024 · Cited by 61 · see citing works
“, Socrative, etc., are not specifically designed for English teaching and learning but have been used by teachers [18,28].”
BackgroundImproving student’s mathematical problem solving skills through Quizizz
Setiyani, S., Fitriyani, N., & Sagita, L. (2020) · JRAMathEdu (Journal of Research and Advances in Mathematics Education) · doi:10.23917/jramathedu.v5i3.10696 · Cited by 60 · see citing works
Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures
Pireva, K., Tahir, R., Wang, A. I., & Imran, A. S. (2021) · IEEE Access · doi:10.1109/access.2021.3088583 · Cited by 60 · see citing works
“As stated above, a number of studies tackled the idea of using game-based quiz platforms in the classroom to examine its effectiveness through various factors, but few studies focused their impact on online lectures and none of them the impact of systematic in-lecture quizzes in learning curve [19].”
InfluentialSelf-citationAdapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
Arce, N. P. H., & Valdivia, A. M. C. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i20.16135 · Cited by 57 · see citing works
“However, a few of them includes motivation as a main factor [66].”
BackgroundUsing Kahoot! to Gamify Learning in the Language Classroom
Kohnke, L., & Moorhouse, B. L. (2021) · RELC Journal · doi:10.1177/00336882211040270 · Cited by 73 · see citing works
“’ s novelty may wear off if used too frequently (Wang and Tahir, 2020).”
BackgroundHutain, J., & Michinov, N. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104496 · Cited by 69 · see citing works
Akram, H., & Abdelrady, A. (2023) · Journal of Computers in Education · doi:10.1007/s40692-023-00265-z · Cited by 63 · see citing works
“…considering the fact that students may undergo boredom in a computer-based learning environment which negatively influence their learning outcomes (Wang & Tahir, 2020), the interesting and entertaining aspects of the CRS technique could be the other reason for reducing students’ test anxiety…”
BackgroundRethinking Learning Design in IT Education During a Pandemic
Pappas, I. O., & Giannakos, M. N. (2021) · Frontiers in Education · doi:10.3389/feduc.2021.652856 · Cited by 52 · see citing works
“, Kahoot!), which are reaching their potential when put into practice in live during the instruction (Wang and Tahir, 2020).”
BackgroundKhan, A. M., Patra, S., Vaney, N., Mehndiratta, M., & Chauhan, R. (2021) · Medical Journal Armed Forces India · doi:10.1016/j.mjafi.2020.12.030 · Cited by 50 · see citing works
Incorporation of a game-based approach into the EFL online classrooms: students' perceptions
Almusharraf, N. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.1969953 · Cited by 51 · see citing works
“The majority of prior research (Aljaloud et al., 2015; Licorish et al., 2018; Tan et al., 2018; Wang & Tahir, 2020) has confirmed Kahoot!’s positive influence on learning both for K-12 and in higher education.”
BackgroundInfluentialJohn, D., Hussin, N., Zaini, M. K., Ametefe, D. S., Aliu, A. A., & Caliskan, A. (2023) · International Journal of Serious Games · doi:10.17083/ijsg.v10i3.633 · Cited by 68 · see citing works
Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies
Li, C., Jiang, Y., Ng, P. H., Dai, Y., Cheung, F., Chan, H. C. B., & Li, P. (2024) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2024.3352743 · Cited by 32 · see citing works
“…technologies that have been studied in prior publications, including video confer-encing tools, learning management systems (LMSs), and platforms for remote collaborations, which may not originally designed for collaborative learning [13], [14], [15], [16], [17], [18], [19], [20], [21], [22].”
BackgroundSánchez, R. M. (2023) · Metaverse Basic and Applied Research · doi:10.56294/mr202347 · Cited by 47 · see citing works
Anunpattana, P., Khalid, M. N. A., Iida, H., & Inchamnan, W. (2021) · Heliyon · doi:10.1016/j.heliyon.2021.e08637 · Cited by 46 · see citing works
“Firstly, the difficulty can be fixed, and the users enjoy the game, but no sign of either skill development or engagement is found (Bicen and Kocakoyun, 2018; Legaki et al., 2020; Wang and Tahir, 2020).”
BackgroundInfluentialRetractedOgundiya, O., Rahman, T. J., Valnarov-Boulter, I., & Young, T. (2024) · Journal of Medical Internet Research · doi:10.2196/60312 · Cited by 62 · see citing works
Müller, F. A., & Wulf, T. (2021) · The International Journal of Management Education · doi:10.1016/j.ijme.2021.100530 · Cited by 48 · see citing works
Ahmed, A. A. A., Sayed, B. T., Wekke, I. S., Widodo, M., Rostikawati, D., Ali, M. H., Hussein, H. A. A., & Azizian, M. (2022) · Education Research International · doi:10.1155/2022/9739147 · Cited by 41 · see citing works
Effectiveness of the Use of Animation and Gamification in Online Distance Education During Pandemic
İnangil, D., Dinçer, B., & Kabuk, A. (2022) · CIN Computers Informatics Nursing · doi:10.1097/cin.0000000000000902 · Cited by 40 · see citing works
The Use of the Powtoon Application in Learning Videos for Elementary School Students
Pratiwi, M. S., Zulherman, Z., & Amirullah, G. (2021) · Journal of Physics Conference Series · doi:10.1088/1742-6596/1783/1/012115 · Cited by 40 · see citing works
“Based on the results of subject validation, there are suggestions/inputs as follows, an introduction before starting the presented subject, the choice of text color and image layout and the lack of explanation on moving animation [24].”
BackgroundToma, F., Diaconu, D. C., & Popescu, C. M. (2021) · Education Sciences · doi:10.3390/educsci11100649 · Cited by 45 · see citing works
“It is the most popular gaming-based learning platform, and studies have also shown how Kahoot! affects the learning performance, class dynamics, attitudes, and perceptions of students and teachers [30].”
BackgroundGender differences in utilizing a game-based approach within the EFL online classrooms
Almusharraf, N., Aljasser, M., Dalbani, H., & Alsheikh, D. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e13136 · Cited by 38 · see citing works
“More recent studies [24,27,29] argued that the general use of gamification builds a positive learning environment and attitude for the students.”
BackgroundInfluentialMetacognition meets <scp>AI</scp> : Empowering reflective writing with large language models
Neshaei, S. P., Mejia‐Domenzain, P., Davis, R. L., & Käser, T. (2025) · British Journal of Educational Technology · doi:10.1111/bjet.13601 · Cited by 39 · see citing works
Asniza, I. N., Zuraidah, M. O. S., Baharuddin, A. R. M., et al. (2021) · Journal of Turkish Science Education · doi:10.36681/tused.2021.57 · Cited by 36 · see citing works
Candel, E. C., & Colmenero, M. J. R. (2022) · Music Education Research · doi:10.1080/14613808.2022.2042500 · Cited by 37 · see citing works
“…tools while considering them valuable instruments for increasing student interest and motivation in music education at the university level (Méndez Coca and Slisko 2013; Inge and Tahir 2020; Dellos 2015; Bicen and Kocakoyun 2018; Ruiz 2018; Jones et al. 2018; Nuria 2018; Wang and Tahir 2020).”
BackgroundA systematic literature review of web-based student response systems: Advantages and challenges
Koçak, Ö. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10732-8 · Cited by 40 · see citing works
Marini, A., Safitri, D., Lestari, I., Suntari, Y., Nuraini, S., Nafiah, M., Saipiatuddin, S., Arum, W. S. A., Sudrajat, A., & Iskandar, R. (2021) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v15i21.24959 · Cited by 35 · see citing works
“The application of technology in class can be used to assess students’ cognitive aspects [10].”
BackgroundGamificación del aula en la enseñanza superior online: el uso de Kahoot
Díaz, M. M., & García, J. I. R. (2022) · Campus Virtuales · doi:10.54988/cv.2022.1.978 · Cited by 45 · see citing works
Gamification in the classroom: Kahoot! As a tool for university teaching innovation
Aibar‐Almazán, A., Castellote‐Caballero, Y., Carcelén‐Fraile, M. D. C., Rivas-Campo, Y., & González-Martín, A. M. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1370084 · Cited by 53 · see citing works
“Interface and mechanics during longer sessions may also increase computer literacy, which is supported by the observation that as students become more familiar with a platform’s features and characteristics, their competencies related to digital environments also improve (Wang and Thair, 2020).”
Backgroundalsswey, A., & Malak, M. Z. (2024) · Learning and Motivation · doi:10.1016/j.lmot.2024.101993 · Cited by 33 · see citing works
Yasin, N., Gilani, S. A. M., & Nair, G. (2021) · Industry and Higher Education · doi:10.1177/09504222211055067 · Cited by 35 · see citing works
“Ka-hoot! can be used to evaluate a student ’ s knowledge for a formative assessment (Wang and Tahir, 2020).”
BackgroundInfluentialPerformance in Kahoot! activities as predictive of exam performance
Garza, M. C., Oliván, S., Monleón, E., Gimeno, A. I. C., Barrios, A. G., Ochoa, I., Whyte, J., & Lamíquiz-Moneo, I. (2023) · BMC Medical Education · doi:10.1186/s12909-023-04379-x · Cited by 33 · see citing works
Zhao, J. (2025) · Learning and Motivation · doi:10.1016/j.lmot.2025.102152 · Cited by 40 · see citing works
Ongoro, C. A., & Fanjiang, Y. (2023) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2023.3268282 · Cited by 43 · see citing works
“…studies have used the same classification framework to identify linkages with previous studies to help amalgamate the similarities and differences in research concerning the use of digital game-based technology in English as a second language education in preschool and primary school settings [47].”
ResultEvaluations of Virtual and Augmented Reality Technology-Enhanced Learning for Higher Education
Wong, J. Y., Azam, A. B., Cao, Q. P., Huang, L., Xie, Y., Winkler, I., & Cai, Y. (2024) · Electronics · doi:10.3390/electronics13081549 · Cited by 51 · see citing works
“As a result, ‘Kahoot’ has proven to be beneficial to students in terms of learning efficacy, attitudes, anxieties, and classroom atmosphere [22].”
BackgroundÖDEN, M. S., BOLAT, Y. İ., & Göksu, İ. (2021) · Journal of Computer and Education Research · doi:10.18009/jcer.924882 · Cited by 44 · see citing works
“Compiling these studies, Wang and Tahir (2020) found that Kahoot! positively affects students' anxiety.”
BackgroundInfluentialA Case Study on a Hedonic-Motivation System Adoption Model in a Game-Based Student Response System
Palos‐Sánchez, P. R., Saura, J. R., & Velicia-Martin, F. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2121801 · Cited by 37 · see citing works
“In summary, as a result of teachers opting to use this educational tool, it can produce an improvement in student performance, better learning, and an improvement in classroom dynamics, with students and teachers showing an increase in motivation and participation (Wang & Tahir, 2020).”
BackgroundMethodResultInfluentialIlić, J., Ivanović, M. D., & Klašnja‐Milićević, A. (2024) · Journal of Baltic Science Education · doi:10.33225/jbse/24.23.20 · Cited by 31 · see citing works
Gamification and English Learning: Innovative Strategies to Motivate Students in the Classroom
Chiriboga, S. P. J., Alvarez, J. H. V., Pozo, D. A. M., Caisalitin, J. A. T., Chingo, M. B. Y., Quinaucho, C. V. C., & Párraga, A. P. B. (2025) · Revista Científica de Salud y Desarrollo Humano · doi:10.61368/r.s.d.h.v6i1.549 · Cited by 55 · see citing works
Using the E-Learning Gamification Tool Kahoot! to Learn Chemistry Principles in the Classroom
Ghawail, E. A. A., & Yahia, S. B. (2022) · Procedia Computer Science · doi:10.1016/j.procs.2022.09.325 · Cited by 41 · see citing works
Tran, T. T., & Herzig, C. (2023) · Journal of Accounting Education · doi:10.1016/j.jaccedu.2023.100842 · Cited by 35 · see citing works
Effects of ICT Integration in Teaching Using Learning Activities
Toma, F., Ardelean, A., Grădinaru, C., Nedelea, A., & Diaconu, D. C. (2023) · Sustainability · doi:10.3390/su15086885 · Cited by 48 · see citing works
Game‐based learning in dental education
Nguyen, L. M., Le, C., & Lee, V. D. (2023) · Journal of Dental Education · doi:10.1002/jdd.13179 · Cited by 32 · see citing works
Martín-Sómer, M., Casado, C., & Gómez‐Pozuelo, G. (2023) · Education for Chemical Engineers · doi:10.1016/j.ece.2023.10.001 · Cited by 30 · see citing works
TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms
Portela, F. (2020) · Information · doi:10.3390/info11100483 · Cited by 30 · see citing works
“In the context of school, it can be used to review students’ knowledge, to do formative assessments or as a break from traditional classroom activities [34].”
BackgroundElkhamisy, F. A. A., & Wassef, R. M. (2021) · Alexandria Journal of Medicine · doi:10.1080/20905068.2021.1954413 · Cited by 30 · see citing works
The usability evaluation on mobile learning apps with gamification for middle-aged women
Mohtar, S., Jomhari, N., Omar, N. A., et al. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11232-z · Cited by 30 · see citing works
“Nowadays, it is among the most popular game-based learning platforms (Wang & Tahir, 2020).”
BackgroundJanković, A., Maričić, M., & Cvjetičanin, S. (2023) · Journal of Computers in Education · doi:10.1007/s40692-023-00266-y · Cited by 32 · see citing works
“The studies in question were carried out with high school students, and university students (Basuki & Yeni, 2019; Chaiyo & Nokham, 2017; Goksün & Gürsoy, 2019; Halim et al., 2020; Wang & Tahir, 2020).”
InfluentialUniversidad Nacional de San Agustín de Arequipa, P., & Maraza-Quispe, B. (2024) · International Journal of Information and Education Technology · doi:10.18178/ijiet.2024.14.1.2033 · Cited by 29 · see citing works
“A key factor for success in the design of a gamified system is its suitability for different types of players [32].”
The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement
Marsa, S. S., Kuspiyah, H. R., & Agustina, E. N. S. (2021) · JET (Journal of English Teaching) · doi:10.33541/jet.v7i2.2738 · Cited by 37 · see citing works
Llanos, J., Fernandez-Marchante, C. M., García-Vargas, J. M., Lacasa, E., de la Osa, A. R., Sánchez-Silva, L., de Lucas-Consuegra, A., García, M. T., & Borreguero, A. M. (2021) · Journal of Chemical Education · doi:10.1021/acs.jchemed.0c00878 · Cited by 30 · see citing works
Use of Digital Tools by English Language Schoolteachers
Moorhouse, B. L., & Yan, L. (2023) · Education Sciences · doi:10.3390/educsci13030226 · Cited by 47 · see citing works
Active Learning Strategies in Synchronous Online Learning for Elementary School Students
Hatta, P., Aristyagama, Y. H., Yuana, R. A., et al. (2020) · IJIE (Indonesian Journal of Informatics Education) · doi:10.20961/ijie.v4i2.46019 · Cited by 27 · see citing works
“The possibilities are endless as SRS can be used together with other teaching tools; namely Think-Pair-Share, Peer Instructions, and Jigsaw (Wang & Tahir, 2020).”
MethodRole of artificial intelligence in behavior management of pediatric dental patients—a mini review
Acharya, S., Godhi, B. S., Saxena, V., Assiry, A. A., Alessa, N. A., Dawasaz, A. A., Alqarni, A., & Karobari, M. I. (2024) · Journal of Clinical Pediatric Dentistry · doi:10.22514/jocpd.2024.055 · Cited by 29 · see citing works
“Although gamification has gained substantial traction in personal computers, its application to smartphone apps is a relatively recent area of exploration [ 36].”
BackgroundOthman, S. Y., Ghallab, E., Eltaybani, S., & Mohamed, A. M. (2024) · Nurse Education Today · doi:10.1016/j.nedt.2024.106329 · Cited by 35 · see citing works
Xu, J. H., & Liu, Q. (2025) · Learning and Motivation · doi:10.1016/j.lmot.2025.102100 · Cited by 38 · see citing works
Gamification in Higher Education: A Case Study in Educational Sciences
Sánchez, J. A. A., Alonso, J. L. N., & Santana‐Monagas, E. (2025) · TechTrends · doi:10.1007/s11528-025-01056-2 · Cited by 26 · see citing works
“In education, gamification is rapidly gaining popularity due to its ability to motivate and involve students (Hoshang et al., 2018; Krath et al., 2021; Thomas & Baral, 2023; Wang & Tahir, 2020).”
Ruiz, C. G. (2021) · Journal of Spanish Language Teaching · doi:10.1080/23247797.2021.1913832 · Cited by 25 · see citing works
Cortés‐Pérez, I., Zagalaz‐Anula, N., López‐Ruiz, M. D. C., Díaz‐Fernández, Á., Obrero‐Gaitán, E., & Osuna‐Pérez, M. C. (2023) · Healthcare · doi:10.3390/healthcare11040578 · Cited by 36 · see citing works
“Therefore, it is a higher sample than that of most related studies [32,34,35].”
BackgroundExamining the factors affecting teachers’ use of digital learning resources with UTAUT2
Avcı, S. (2022) · Malaysian Online Journal of Educational Technology · doi:10.52380/mojet.2022.10.3.399 · Cited by 26 · see citing works
Rayan, B., & Watted, A. (2024) · Education Sciences · doi:10.3390/educsci14030277 · Cited by 25 · see citing works
Using gamification as an online teaching strategy to develop students’ 21st century skills
Mårell-Olsson, E. (2021) · Interaction design & architecture(s)/ID&A Interaction design & architecture(s) · doi:10.55612/s-5002-047-004 · Cited by 24 · see citing works
“Research has shown that using Kahoot in teaching positively affects learning performance and classroom dynamics [39].”
BackgroundCadet, M. J. (2023) · Teaching and learning in nursing · doi:10.1016/j.teln.2023.03.009 · Cited by 24 · see citing works
Enhance learning experience using technology in class
Al‐Labadi, L., & Sant, S. (2021) · Journal of Technology and Science Education · doi:10.3926/jotse.1050 · Cited by 23 · see citing works
Mapping research directions on makerspaces in education
Konstantinou, D., Parmaxi, A., & Zaphiris, P. (2021) · Educational Media International · doi:10.1080/09523987.2021.1976826 · Cited by 23 · see citing works
“The inclusion and exclusion criteria are criteria used by several researchers in various systematic reviews (see e.g., Wang & Tahir, 2020).”
BackgroundLópez-Martínez, A. B., Meroño, L., Cánovas-López, M., García-de-Alcaráz, A., & Martínez-Aranda, L. M. (2022) · Sustainability · doi:10.3390/su141711014 · Cited by 32 · see citing works
Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation
Delgado, J. A. E. (2023) · HOW · doi:10.19183/how.30.1.641 · Cited by 23 · see citing works
Departamento de Didáctica, O. Y. M. D. I., Hernández-Ramos, J. P., Cilleros, M. V. M., Departamento de Didáctica, O. Y. M. D. I., Sánchez-Gómez, M. C., & Departamento de Didáctica, O. Y. M. D. I. (2020) · RISTI - Revista Ibérica de Sistemas e Tecnologias de Informação · doi:10.17013/risti.37.16-30 · Cited by 22 · see citing works
Owen, H., & Licorish, S. A. (2020) · Journal of Information Technology Education Research · doi:10.28945/4608 · Cited by 29 · see citing works
The Views of the Teacher Candidates on the Use of Kahoot as A Gaming Tool
Uzunboylu, H., Galimova, E. G., Курбанов, Р. А., Мидихатовна, Б. А., Deberdeeva, N. А., & Timofeeva, M. O. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i23.18811 · Cited by 22 · see citing works
Koppitsch, S. E., & Meyer, J. (2021) · Marketing Education Review · doi:10.1080/10528008.2021.1887745 · Cited by 22 · see citing works
“When looking at grades and performance on exams, the research on gamification has found that gamification using online platforms has a positive impact on learning (A. I. Wang & Tahir, 2020).”
BackgroundResultInfluentialRoman, C., Delgado, M. Á., & García‐Morales, M. (2021) · Computer Applications in Engineering Education · doi:10.1002/cae.22408 · Cited by 22 · see citing works
Han, S., Park, H. J., Nah, S., Lee, E. H., Lee, H. J., Park, J. O., & Lee, C. A. (2021) · PLoS ONE · doi:10.1371/journal.pone.0251277 · Cited by 22 · see citing works
“The instructional portion was transformed from a DVD format into a Kahoot! Format [11], while the practice-while-watching technique was maintained in its original format.”
MethodEducational Videogame to Learn the Periodic Table: Design Rationale and Lessons Learned
Traver, V. J., Leiva, L. A., Martí‐Centelles, V., & Rubio‐Magnieto, J. (2021) · Journal of Chemical Education · doi:10.1021/acs.jchemed.1c00109 · Cited by 22 · see citing works
Using Kahoot! As A Formative Assessment Tool in Science Teacher Education
Mdlalose, N., Ramaila, S. M., & Ramnarain, U. D. (2021) · International Journal of Higher Education · doi:10.5430/ijhe.v11n2p43 · Cited by 22 · see citing works
“Wang and Tahir (2020) posit that while students demonstrated a positive disposition about the use of Kahoot! as a learning tool, they bemoan challenges stifling their full engagement and participation such as technical challenges, difficulty in reading both questions and answers in the projected…”
BackgroundJanković, A., & Lambić, D. (2022) · Journal of Baltic Science Education · doi:10.33225/jbse/22.21.224 · Cited by 32 · see citing works
“A wider review of the literature showed that the application of Kahoot and Quizizz is beneficial in several ways for students in secondary education and older (Curto Prieto et al., 2019; Goksün & Gürsoy, 2019; Lee et al., 2019; Wang & Tahir, 2020).”
BackgroundInfluentialLecturer professional identities in gamification: a socio-material perspective
Howard, N.-J. (2022) · Learning Media and Technology · doi:10.1080/17439884.2022.2086569 · Cited by 23 · see citing works
A meta-thematic analysis of using technology-mediated gamification tools in the learning process
Candan, F., & Başaran, M. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2172589 · Cited by 22 · see citing works
Continuous user identification in distance learning: a recent technology perspective
Portugal, D., Faria, J. N., Belk, M., Martins, P., Constantinides, A., Pietron, A. M., Pitsillides, A., Avouris, N. M., & Fidas, C. A. (2023) · Smart Learning Environments · doi:10.1186/s40561-023-00255-9 · Cited by 22 · see citing works
“Formative assessments can take many forms, such as quizzes, homework assignments, or group projects (Wang & Tahir, 2020).”
BackgroundBalaskas, S., Zotos, C., Koutroumani, M., et al. (2023) · Education Sciences · doi:10.3390/educsci13121214 · Cited by 22 · see citing works
- Authors
- Wang, A. I., & Tahir, R.
- Affiliations
- Norwegian University of Science and Technology (NO)
- Corresponding author
- Wang, Alf Inge
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2020-05
- Volume
- 149
- Pages
- 103818
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W3003825427
- Semantic Scholar
- acf384e74a18b1f907a4654c933fa527bf472be8
- Cited by
- 883
- References
- 196
- Citations by year
- 2026: 84 · 2025: 107 · 2024: 158 · 2023: 196 · 2022: 160 · 2021: 149 · 2020: 27 · 2015: 2
- FWCI
- 197.32
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Computers & Education (publishedVersion, cc-by)
- Goldsmiths (University of London) (acceptedVersion)
- NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Technology-Enhanced Education Studies
- Social Sciences › Education › Innovative Teaching Methods
- Keywords
- Kahoot, game-based learning, formative assessment, learning performance, classroom dynamics, student attitudes, teacher attitudes, student anxiety, quiz-based learning, technical challenges, time pressure, K-12 education
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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